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电玩时代

发布 / 2005-10-24 12:49   于 / 电玩时代   文 / XingBin

In the latest Developer Interview on the official website Charles Deenen, the Sr. Audio Director of Need for Speed Most Wanted talks about the sound recordings of the cars. He mentions the difficulties and effort to record realistic motor sound and the differences of sound editing in the movies and in-game.

CT: The Need for Speed games have been known for their authentic sound and Most Wanted is not likely to be any different. How do you go about capturing sound for a car?

CD: Thanks! We've been trying several methods to capture the sound of a car, and on MW got a little closer again. Cars are hard to capture since loudness of cars don't always translate well to a 'TV' volume media. Some cars which are known for their "size" really sound like puny, un-interesting cars if not played at 100db loudness like the real thing. For us it's all about excitement and character. The 2nd, often most overlooked, aspect is sound reproduction of the car. Cars often have the most 'character' during shifts and take-offs and we've been capturing this as well for MW. This year around we also modeled a whole bunch of new superchargers and turbos by demand of gamers.

CT: How do you get different cars to make different sounds? Do you really have to go out and capture unique sounds for each one?

CD: We try to record as many new cars as we can each year, with the focus on new, exciting cars, different sounding. We usually a concept of feature films, where it's usually more important to get an exciting car to play vs the real (stock) car. Getting permits to block off roads has become a problem with all the new street-racing laws in California. The owners of very expensive cars don't always want to take their car through the rigorous process of a recording session either‿ So each year it's getting harder, but we keep going and pushing hard to make sure the customer gets the most exciting sounding game. This year, the car recording process was being handled mainly by Adam Boyd, one of the sound designers on NFS in co-operation with John Fasal, one of the top car recordists in the world.

Additionally they also put a lot of effort in the music and atmosphere:

We set out to create a Hollywood style audio scape to this game‿Thousands of dialog lines driven by a brand new speech system, dozens of new cars, 50+ minutes of pulse-pounding interactive music composed by Paul Linford of Gone in 60 second fame and a feature-film style dynamic mixer at work, controlling the mix of all these elements in real-time. We hope the customers like it, and if not, we'll learn, get their feedback and do it all over again.

Source: nfs-planet

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