GameInformer: The Sound Design of Mass Effect 3
#51
Posté 28 avril 2011 - 08:38
#52
Posté 28 avril 2011 - 08:41
Modifié par DominusVita, 28 avril 2011 - 08:41 .
#53
Posté 28 avril 2011 - 08:41
My favourite is the Mattock. It has just the right balance of a more traditional bullet 'crack' and that futuristic sci-fi sound. While I love all the weapon sounds in ME2, especially when compared to ME1, I feel like a lot of them felt slightly too sci-fi. I would like it if they all sounded more like real-world weapons, but with a sci-fi twist, as opposed to just all-out sci-fi. The Mattock was just right in this regard.Joel Green wrote...
Under the command of our handsome lead, Rob Blake, I'm handling the weapon audio for ME3, so I thought I'd come say hi and that I'm glad you all seem to like the new assault rifle
Let me know if you have any favorites from ME2 (though I can't take credit for them), I'm very interested in which ones struck a chord. I played infiltrator on my first ME2 playthrough, and I have to agree that the Widow is a beefy kind of wonderful. Oh, and Rob wasn't kidding about the biotics/powers sounding waaay better... Get a new subwoofer and prepare for a body massage!!
Sometimes I feel that in sci-fi games there's a tendency to put a bit too much into weapon sounds, almost like showing off all the cool effects they can do, instead of just having a nice clean, impactful sound.
#54
Posté 28 avril 2011 - 08:43
Joel Green wrote...
Under the command of our handsome lead, Rob Blake, I'm handling the weapon audio for ME3, so I thought I'd come say hi and that I'm glad you all seem to like the new assault rifle
Let me know if you have any favorites from ME2 (though I can't take credit for them), I'm very interested in which ones struck a chord. I played infiltrator on my first ME2 playthrough, and I have to agree that the Widow is a beefy kind of wonderful. Oh, and Rob wasn't kidding about the biotics/powers sounding waaay better... Get a new subwoofer and prepare for a body massage!!
You`ve got a hell of an sound editing equipment out there, can we expect that ASUS Xonar Essence STX/ASUS Xonar HDAV1.3 Deluxe coupled with Edifier S550 or Microlab H-600 can translate this awesome sound succesfully?
Edifiers are picking minimum 20 Hertz, while microlab is bit worse at 35 Hertz, can they handle this in every detail?
As for the Xonar STX - is with measured dB of 116.7@192khz that is pretty nice, but is this enough? or we shoult get something like E-MU 1616M?
Is hardware above is enough?
NEW ASSAULT RIFLE IS - "EXCELLENT, yet some percent of feebleness remains".
GOOD :
Mattock
M-5 pistol
Grenade Launcher
Sovereign beam cannon
Collector ship beam cannon
Thanix cannon
BAD:
Everything else beacause either it sound strange, either it sound weak, M-8 and Tempest are toy guns.
Recommendations:
Handheld GAU-8 (look it on google, really small and handy gun)
More power like your new rifle (do not deriviate from it, make different but powerful sounds and less listen to the DICE, we do not needed AK-47 mass accelerator or Russian RPC-7 (Rocket Propelled Collector-7) )
Ask Rob about new powers - "call harbinger(reaper city cleaning services)" and "Use handheld GAU-8".
Modifié par ANdrewJ, 28 avril 2011 - 09:00 .
#55
Posté 28 avril 2011 - 08:47
#56
Posté 28 avril 2011 - 08:59
PS. Most DLC weapons sounded better than the ones in game.
#57
Posté 28 avril 2011 - 09:07
I`ve enough of this M-8 in enemy`s hands... You are Zaeed and M-8 is your JessieHellbound555 wrote...
i happen to LIKE the sound for the M8 rifle. the scrapping/chipping sound the bullets make gives you the feeling that this is the level1 gun. the m8 doesnt pack a punch, but its reliable as all hell.
level_1 gun is taken when there is no other gun to take, although M-8 sound is addictive.
#58
Posté 28 avril 2011 - 01:11
Joel Green wrote...
Under the command of our handsome lead, Rob Blake, I'm handling the weapon audio for ME3, so I thought I'd come say hi and that I'm glad you all seem to like the new assault rifle
Let me know if you have any favorites from ME2 (though I can't take credit for them), I'm very interested in which ones struck a chord. I played infiltrator on my first ME2 playthrough, and I have to agree that the Widow is a beefy kind of wonderful. Oh, and Rob wasn't kidding about the biotics/powers sounding waaay better... Get a new subwoofer and prepare for a body massage!!
The Collector assault rifle by far. I like it visually, it's fun to use (even though I rarely do use it, as I play Inflitrator), but what is simply amazing about it is the sound. Best and most unique weapon in the game, in my humble opinion.
I also like the default sniper, the Vindicator and the Incisor sound good too. As far the the heavy weapons, the freeze gun and (especially) the Collector ray! Actually, the Collector weapons sound the best.
Note: I also like the Geth rifle, but it lacks a certain... punch? Sounds unique and interesting, though.
Modifié par Burdokva, 28 avril 2011 - 02:56 .
#59
Posté 28 avril 2011 - 01:26
Joel Green wrote...
Oh, and Rob wasn't kidding about the biotics/powers sounding waaay better... Get a new subwoofer and prepare for a body massage!!
That's awesome. I already get complaints from other people living here that ME1 and ME2 had too much bass. For me there can never be enough bass.
#60
Posté 28 avril 2011 - 02:21
Shotguns need more Oomph!Rob Blake wrote...
We're working on the new powers right now, the biotics sound so much better it's shocking, very very cool. Things are getting so exciting right now, every day I get excited to go into work just to see what cool new stuff is in the build
#61
Posté 28 avril 2011 - 03:56
As Rob mentioned, we're doing some really cool stuff with environmental and distance layering. All guns are being built with swappable elements, so a battle in a "space canyon" will sound quite different from one in a "space warehouse", or even a tight "space corridor"
Keep the feedback coming! When working on weapon audio it's always a great motivator to know that the gun I'm handling that day is someone's favorite.
#62
Posté 28 avril 2011 - 04:04
#63
Posté 28 avril 2011 - 04:31
#64
Posté 28 avril 2011 - 04:52
Are you using EAX or are you designing a system that does something similar?Joel Green wrote...
As Rob mentioned, we're doing some really cool stuff with environmental and distance layering. All guns are being built with swappable elements, so a battle in a "space canyon" will sound quite different from one in a "space warehouse", or even a tight "space corridor"
Also, I love how the first game's Reaper's voice (not saying his name in no spoiler forum) almost blew my wall off. If we hear any Reapers other than the two we've already heard, I would prefer if it sounds more like the first one.
Modifié par Fredvdp, 28 avril 2011 - 04:55 .
#65
Posté 28 avril 2011 - 05:00
My least favorite sound would sadly belong to my favorite guns, the Avenger and the Geth pulse rifle. The Avenger, as I have said, kinda sounds more like rain hitting pavement than bullets fired from an Assault rifle. The Geth rifle, although has a cool and unique sound, when coupled with its low damage it just doesn't "feel" right.
#66
Posté 28 avril 2011 - 05:18
#67
Posté 28 avril 2011 - 05:27
Joel Green wrote...
All guns are being built with swappable elements, so a battle in a "space canyon" will sound quite different from one in a "space warehouse", or even a tight "space corridor"
#68
Posté 28 avril 2011 - 06:23
Fredvdp wrote...
Are you using EAX or are you designing a system that does something similar?
We use the Wwise audio engine to add real-time effects (as we did on ME2), but the big change in ME3 is we're actually swapping out the sounds depending on environments and distance. When you fire your Widow in an outdoor setting, you'll hear a long canyon decay and some quick echoes, but if you move indoors, we change that out for a boomy room reflection that corresponds to the size of the space. This happens with all guns, including enemy and henchmen weapons.
#69
Posté 28 avril 2011 - 06:35
Will nitpick for food.
Modifié par Fredvdp, 28 avril 2011 - 06:36 .
#70
Posté 28 avril 2011 - 06:50
bald man in a boat wrote...
I was wondering if the weapon sounds start off as foley elements and then get morphed from there?
Not sure what you mean by this, but I'm guessing you're asking if we use real-world recorded sounds as the base for the weapons?
Most guns have a few different layers in them: mechanical, tone, body, bass, and environmental response. Often the "body" layer will be some part of a real weapon recording - this gives you a core to work from and helps ground the gun in reality. From there we are free to play around with the other layers, adding colour and perspective. You'd be surprised at some of the weird stuff we throw in there
Of course some of the weapons are purely energy based so all the rules go out the window. I've had a few sleepless nights trying to figure out what a laser gun should sound like from far away... pew pew pew?
#71
Posté 28 avril 2011 - 07:03
Fredvdp wrote...
What about objects between the player character and the source of the sound effect?
Occlusion and obstruction are things that we're still sorting out for ME3. They can be tricky and very resource intensive, but as with everything else we're hoping to improve on the systems from ME2.
#72
Posté 28 avril 2011 - 07:09
#73
Posté 28 avril 2011 - 09:53
Joel Green wrote...
Not sure what you mean by this, but I'm guessing you're asking if we use real-world recorded sounds as the base for the weapons?
Most guns have a few different layers in them: mechanical, tone, body, bass, and environmental response. Often the "body" layer will be some part of a real weapon recording - this gives you a core to work from and helps ground the gun in reality. From there we are free to play around with the other layers, adding colour and perspective. You'd be surprised at some of the weird stuff we throw in thereMuch consideration is given to the lore of the weapon as well; we usually try to make the different technologies feel like the races that created them.
Of course some of the weapons are purely energy based so all the rules go out the window. I've had a few sleepless nights trying to figure out what a laser gun should sound like from far away... pew pew pew?
Yeah that was my question. My wording was less than explanatory. When I was in school one of my assignments was to design a laser weapon using only NI's Absynth. I may have used several curse words several times with an angry voice during that one.
Something a friend of mine and I did was we recorded a jackhammer, some different sized pneumatic post pounders and a bass kick, layered them together and messed about with the pitch/EQ before tweeking the ADSR envelope. The result is what sounded like a belt-fed grenade launcher. I may have used several curse words with a
happy voice that time.
What are you guys using for MIDI controllers in the studio? I've got an Axiom at home, love it. Oh and one last question: do y'all have a lot of outboard gear? Some places you walk into are just jammed with goodies (SSL compressors, Neve Pre's, LA Two-Ways *drool*) and are generally a gear porn overdose.
#74
Posté 28 avril 2011 - 10:14
Joel Green wrote...
Fredvdp wrote...
What about objects between the player character and the source of the sound effect?
Occlusion and obstruction are things that we're still sorting out for ME3. They can be tricky and very resource intensive, but as with everything else we're hoping to improve on the systems from ME2.
Well you guys really improved the sound design between ME1 and ME2! I have faith that you guys will do the same fantastic job in 3!
#75
Posté 28 avril 2011 - 10:30
Joel Green wrote...
Of course some of the weapons are purely energy based so all the rules go out the window. I've had a few sleepless nights trying to figure out what a laser gun should sound like from far away... pew pew pew?
Well if you're talking about a laser weapon (flashlight beam weapon) like that Collector Heavy then it should sound like, er, sorta an electric arc - something that's burning the atmosphere as it cuts through it. Sorta like the weapon fired by Sovereign as he mowed through ships in that Citadel battle.
Um, yeah.





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