![]() ![]() So, all gun sound volumes were exactly the same if they’re originating from the same distance. ![]() Sotaro Tojima, Audio Director explains, ” In our past Halo titles, we handled each gun-fire’s listening-volume purely by distance. This analyses active weapon sounds frame-by-frame and then prioritises them “in threat order”. Halo Infinite will feature a threat detection system through the audio engine. This is the first Halo game that will feature virtual surround sound via Dolby Atmost, Windows Sonic and DTS Headphone:X.Īnother factor, however, is how easy the cacophony of sounds is easy for the player to parse. If a sound is made on the other side of the wall, it won’t pass directly through the wall to you, but will instead emanate from a nearby doorway, modified with reverb depending on the location to blend more realistically. That’s done by calculating the shortest unobstructed path that a sound can take from its point of origin using a voxel map of the world (seen below), and then modifying the direction that the audio comes toward your ears to match. Spatial sound will mean that every sound source is affected and processed through the environment. Īll of that audio will be processed with space and priority in mind. Here’s a Halo Infinite sound FX track for more of how that comes together. There’s also some discussion of how dozens of sounds are layered to create the distinctive noise for the Skewer, a new Banished weapon that will be found in the game. Some of that will be fed into the game’s ambient sounds, most likely in the Forerunner installations that dot the Halo ring. 343 has previously talked about capturing the electromagnetic signals of an Xbox One to feed into the soundtrack, so they’re clearly up for some unusual audio sampling. Lead Sound Designer Kyle Fraser said, “This was something I had been eager to do for some time, taking inspiration from the likes of John Cage’s prepared piano with finding ways to interact the instrument with various objects.” This included smacking it with a hammer, channelling resonant frequencies through the piano with a subwoofer, snapping its strings, using dry ice on it and more. Yes, 343 battered a piano in every way imaginable to capture some rather interesting sounds for the game.
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