[MyIS]Spawndemon
02-01-2008, 04:18 AM
EA (http://www.ea.com/) has posted up this month's Battlefield newsletter which features all the latest news on Battlefield: Bad Company (http://www.battlefield.com/badcompany/). Featured in this newsletter is a new interview, screenshots, and a video. Check it out:
Q: How large is the sound design team for Bad Company, and what are some of the challenges?
A: The audio team on Bad Company consists of one audio director, two sound designers, one voice over producer and three audio programmers all working in house. Additionally the music is composed in N.Y.C and voice overs are recorded all around the world.
Q: Could you please explain the ”loud sounds sound louder” a bit further, it went too fast in the Frostbite video?
A: The technique is called HDR Audio. The principle is similar to HDR lighting. We are prioritizing all sound sources by loudness and then scale them according to the measured sound pressure level at the listeners position. This allows for quieter sounds to be heard when nothing else is happening, and when there is lots of action the louder sounds are prioritized and don’t have to compete with the ambient sounds.
<a href="http://images.totalgamingnetwork.com/images/screen112.jpg"><img src="http://images.totalgamingnetwork.com/images/thumb_screen112.jpg" alt="" border="0" /></a> <a href="http://images.totalgamingnetwork.com/images/screen222.jpg"><img src="http://images.totalgamingnetwork.com/images/thumb_screen222.jpg" alt="" border="0" /></a> <a href="http://images.totalgamingnetwork.com/images/screen399.jpg"><img src="http://images.totalgamingnetwork.com/images/thumb_screen399.jpg" alt="" border="0" /></a>
To check out the rest of this month's newsletter, click here (http://anon.doubleclick.edgesuite.net/anon.doubleclick/cms/ElectronicArts/EAGames/2008/363397/BF1.html).
Q: How large is the sound design team for Bad Company, and what are some of the challenges?
A: The audio team on Bad Company consists of one audio director, two sound designers, one voice over producer and three audio programmers all working in house. Additionally the music is composed in N.Y.C and voice overs are recorded all around the world.
Q: Could you please explain the ”loud sounds sound louder” a bit further, it went too fast in the Frostbite video?
A: The technique is called HDR Audio. The principle is similar to HDR lighting. We are prioritizing all sound sources by loudness and then scale them according to the measured sound pressure level at the listeners position. This allows for quieter sounds to be heard when nothing else is happening, and when there is lots of action the louder sounds are prioritized and don’t have to compete with the ambient sounds.
<a href="http://images.totalgamingnetwork.com/images/screen112.jpg"><img src="http://images.totalgamingnetwork.com/images/thumb_screen112.jpg" alt="" border="0" /></a> <a href="http://images.totalgamingnetwork.com/images/screen222.jpg"><img src="http://images.totalgamingnetwork.com/images/thumb_screen222.jpg" alt="" border="0" /></a> <a href="http://images.totalgamingnetwork.com/images/screen399.jpg"><img src="http://images.totalgamingnetwork.com/images/thumb_screen399.jpg" alt="" border="0" /></a>
To check out the rest of this month's newsletter, click here (http://anon.doubleclick.edgesuite.net/anon.doubleclick/cms/ElectronicArts/EAGames/2008/363397/BF1.html).