Jump to content

GRiN_desmond22

GRIN
  • Posts

    291
  • Joined

  • Last visited

Everything posted by GRiN_desmond22

  1. It's always best to start off with sounds that are as "dry" (rid of effects) as possible. When you record music, for example, you don't have delay or reverb effects on the guitars when doing the original recording - even if you know you want delay or reverb on the song eventually - because that would mean that if you later realized you recorded it with too much delay or reverb, you can't take it away. Instead, you record evetything dry, and add effects as you see fit later on. Digital effects can help you put exactly the right effect on your sounds, and that goes for weapon sounds and explosions as well as guitars. Recording weapons is a huge undertaking - you can't do it an inddor gun range because there would be too much room reverb on the recording. Rent "SWAT" (crappy movie, I know) and watch the extra material - there they show how you're supposed to record weapon sounds. It's a very complicated procedure which is better left to those who know exactly what they're doing. Even though I know how I want the sounds to be in the game, I don't know enough about recording them for me to be a justified part of the recording work. In short, there are companies that do this sort of stuff much better than I could ever do - that lets you buy weapon sounds which you then can mix as you see fit, which is what we've done. Also, as I said, I had full access to the sounds of the 360 version. All you PC patriots can tease your 360 owning friends in knowledge of that all those sounds have been pimped for the PC version. About stereo vs mono, we let them both work together to create a thick soundscape. A 3d sound played at a certain position needs to be a mono sample. We, however, trigger corresponding echo sounds for all distinctive sounds, so that two mono sounds in the 3d environment work together to really surround you. It's like a 3d stereo sound - something I've never seen in games before. Close up to explosions, helicopters and other "big" sounds, there are also traditional stereo sounds played in 2d (with realistic rolloff) to make the sounds larger. When you fire your own gun, there is a plethora of 2d stereo sounds and 3d mono sounds that cooperate to really convey the power of your weapon. It's always a balance between making the weapon sound badazz, and making the weapon sound not-so-tiring to listen to for prolonged periods of time. If eveything sounded like a Hollywood movie (where the action goes on for one or two minutes and then pauses for 15) in a game (where the action can be non-stop for hours on end), players would turn the sound off after 30 minutes - and no sound designer wants that. Listening to footsteps is very important in MP, which, subsequently, makes it very important to make your own footsteps make less noise. Of course walking our crawling makes less noise than running, and certain materials make less noise than others. Needless to say, the stealth aspect of GRAW very much goes into the sound aspect of the game too. Right now I'm working on making the sound of a grenade that comes rolling on the ground make less noise than a grenade which is thrown. The AI is already programmed to have a harder time reacting to a rolling grenade than one that comes flying - my work on the sound aspect of it will make things work the same way even in MP!
  2. Indeed, we've been working hard to make the GRAW PC audio profile push the envelope for gaming sound. Considering the game takes place in an urban environment, we have developed sophisticated ways to treat the sound to make the gunshots and other noise behave in a way that really is urban. Regarding realistic sounds that are too "weak" and need to be mixed to become fatter - happens all the time! The 360 sounds were all made with 3rd person view in mind - so the weapon sound seems slightly muffled since your in-game character is between you (the camera) and the rifle. For GRAW PC we had to mix all the sounds to make you as a player really feel that you're holding that mighty carbine in your own hands! It may have been mentioned before in some developer interview that the bank robbery scene in the movie "Heat" was the model. The sound is BIG!
  3. Yes indeed, but you can always talk about your expectations in the sound area, indicating at least that you have an interest in the game's sound. I have seen almost none of that in my time lurking these forums.
  4. Little touches like that is Grin's trademark. Example: 1. Shoot a few rounds with your carbine. 2. Do a tactical reload (reload before the mag's completely empty) 3. While reloading, fire the last bullet that's still in the bullet chamber (that one bullet might save you if an enemy rushes your hidout while you're busy reloading) 4. The reload animation will now adapt to the fact that you don't have a bullet in the chamber and chamber the bullet manually. *CHA-CHRICK!*
  5. No, that's from my digital camera. It's me an Ulf.
  6. Yes it's polish and trim - usually I started out with the 360 sounds, but since we have echoes triggered by grenade exploding and every bullet fired there's been loads of work making different alternations of each sound. Sounds also change character with distance - something that becomes even more effectful with Creative EAX. I mix the sound with a pair of great audio phones, and play the game with those or different setups of surround monitors - you need to hear the sound as the end user will hear it. Someone asked in earlier (maybe even in another thread) if you will be able to hear someone crawling on the ground, and indeed you will. I constantly try to come up with new ways of using the sound not only as a means to create a realistic in-game world, but also new ways for it to have an impact on gameplay too. It should be as important to use your ears as using your eyes.
  7. Hehe, well it seems I got a little sympathy. Maybe I won't go berserk with a machinegun in the gfx area of the office on Tuesday night... Nah, it's not as bad as it sounds - I hope you understood it was a humouristic exageration of my opinions. Of course the interest in gfx is immediate - screenshots is the first thing released when a new game is coming up. I had the idea that we should release a few teaser sound clips (with no gfx, since screenshots have no sound) to promote the game, the same way we would release a new set of screenshots - but it hasn't come to fruition yet. The truth is the game sounds like a grandiose movie - the sound is treated in such a sophisticated way it just sounds fat. The way the sound bounces and reproduces when spreading though the urban environment is just huge - you're really surrounded by the sound. Get a subwoofer.
  8. I'm responsible for all sound effects - and I must say it saddens me that almost no one seems to care for the sound. Isn't the sound half the experience? Doesn't the sound have the power to make or break your view of an entire game? Nooo, let's discuss gfx cards and detail settings! Yeah, let's do that! And let's just talk about the expectations regarding the game's visuals only, yeah that's interesting. Really, yeah. 'Cause that's the only area where things can be next-gen, yeah. Oh yeah. Oh, did I ruin your gfx praise party with my... slight bitterness?
  9. Hi all. Glad you like what you've seen so far. Your support is greatly appreciated.
×
×
  • Create New...