![]() That’s’ why the game is currently filled with screams with a weird accent and echo. We decided it would be faster to record all the lines ourselves, just so we have something for testing reasons. Now you can imagine why it takes so long to add. Two tracks on the bottom contain Voice Lines and Sounds (blue regions) while all the messy marks and triggers on the top are for us to manage narrator reaction to player actions depending on the line or on what was done. Turns out, it’s quite a good tool, especially for setting and controlling voice lines with all the interrupts, transitions, additional sound effects and all the other things we can imagine. FMODįor audio related stuff our composer suggested that we use FMOD and after weeks and weeks of denial, anger, bargaining and depression, the Stockholm syndrome eventually kicked in and we finally accepted it. It’s a complex system, but so far it’s working. Our current choice is to combine all of these tricks, depending on the level, phrase length, player actions, how important the line is, and so on. – how he should continue his line after that? Start it from the beginning or keep talking as if nothing happened? The former can get annoying really fast, the latter will be confusing
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