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Part three of "The Chronicles of Sound" series of in-depth examinations of the sound direction in Khaeon Games' forthcoming title is available at the official site. Parts one and two are also available.
Environments
When there is no action in a computer generated environment, then from a sound perspective that environment is dead and completely silent. When in that same computer generated environment players are in combat so many things happen at such a pace that sound isn’t listened to anymore, it’s perceived; Sound adds to the action and if done well, gives you clues to help accomplish your task. Mostly it’s supportive of what you see, and as such it is experienced rather than closely listened too.
For example, we take a lot of so-called realism for granted. In film and television, when a car speeds away, you expect the tires to screech, even if the car speeds away on a dusty sand road. The car engine sound is usually equally inaccurate. However, realism is not that important as the sound in such scenes is not intended to add realism or approximate it, but to create atmosphere. More... | Source: Spellborn |
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