Games are cool for a whole bunch of reasons, but one of them is that you can do a whole lot of cool poo poo with sounds. poo poo like LucasArts' iMUSE system for dynamic music. Different sections of the same tune come in when the right flags are triggered. It's a great way to bring different sections of the same area together while still giving them their own flavour. https://www.youtube.com/watch?v=7N41TEcjcvM This cool piece of tech was used in a whole bunch of LucasArts games, including the 1995 floppy disk version of TIE Fighter! Dynamic music is still widely used today, for a variety of reasons and with a variety of tools, so in that way Monkey Island 2 left a huge legacy in games. Now, tell us all about cool pieces of sound design! Doesn't have to be tech, just something that makes a game better by sounding cool.
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# ¿ Feb 13, 2015 11:28 |
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# ¿ May 22, 2024 06:03 |
Whether or not you approve of the games behind them, you have to admire DICE's sound designers. From Battlefield Bad Company 2 onward, they've been using gun sounds recorded at ranges, but what really makes them stand out is how the sound of your gun changes depending on where you are. In open areas, they have a heavily delayed echo, in close quarters the bass is muffled and the while the reverb is loud it only lasts for a few milliseconds. Of course, zoning off areas for different effects on sounds is at least as old as Half-Life, but BFBC2 really took the technique to new heights.
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# ¿ Feb 13, 2015 15:27 |
Well, music back then was all waveforms, frequency modulation and samples. You can fit a whole lot more music in when all it is is a series of descriptors that makes the sound chip do the grunt work for. MIDI and MOD files are just plain tiny. Music in games nowadays is all lossless so the biggest limiting factor is track length, not track complexity. I do want to give a shout-out to Black Rock Studios for including a really clever music system in Split/Second. Each piece of music is actually a set of eight tracks. Two after the start and two for each lap including the first. Each track within each pair is set up to loop seamlessly but the first half of one track is actually the second half of the other. This means that if a crash happens multiple times in a single lap, the music doesn't rewind to the exact same place in the lap music every time. So not only does the music get more intense if you crash on a new lap, but it doesn't get repetitive if you crash on a lap that's already had a crash.
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# ¿ Feb 13, 2015 17:38 |
3D Budgie posted:Deadly Premonition was a sound experience alright. People like to rag on the Gran Turismo series for its car noises, some of which are holdovers from entries on the original Playstation, but I think it's interesting that even back then, the soundtrack to the game was slightly different for each territory. For Gran Turismo 2, the American release had among others, a remix of Dragula by Rob Zombie https://www.youtube.com/watch?v=d9YYp_R5b2E Meanwhile the European release got a heavily remixed version of loving In Heaven by Fatboy Slim https://www.youtube.com/watch?v=0ehtTdzOT8g There's a few other tracks that are region-exclusive, but going as far as to make remixes just to fit make them fit in is quite a bit of effort just for region-exclusive soundtracks.
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# ¿ Feb 16, 2015 01:29 |