T
Tom.
Guest
I work as a television cameraman, and a location sound recordist, for film and tv. Basically that means that when not filming, I'm recording audio on location, for use for whatever program I'm working on (my camerawork is sports-related only, but my audio work is just about anything).
Basically, I have to consider what the correct audio perspective is for a particular shot, for instance, if the shot is quite distant from the camera, and the camera angle is quite wide, then the audio will be correspondingly more distant, with more reverberant audio, and with the HF and LF components rolled off. If the shot is very close to the camera (usually for dramatic effect), then I'll get my microphone in as close as I possibly can. This is a bit of a simplistic way of describing what I do, but I was wondering:
In HL2, what steps have the designers made to ensure that what happens in real life (ie far away = hard to hear), will happen in the game? Its easy today to replicate the effect that hard surfaces have on a room's acoustic character, but what if that room contains a large object, or a corner, and the audio source is behind that corner (from the point of view of Gordon).
Also, in films, to enable the audience to hear dialogue in battle sequences, the atmospheric audio is dropped significantly in level so that this is possible (the human brain can do this automatically in a real environment, but not when viewing a TV/cinema screen). Will such things also happen in HL2?
Basically, I have to consider what the correct audio perspective is for a particular shot, for instance, if the shot is quite distant from the camera, and the camera angle is quite wide, then the audio will be correspondingly more distant, with more reverberant audio, and with the HF and LF components rolled off. If the shot is very close to the camera (usually for dramatic effect), then I'll get my microphone in as close as I possibly can. This is a bit of a simplistic way of describing what I do, but I was wondering:
In HL2, what steps have the designers made to ensure that what happens in real life (ie far away = hard to hear), will happen in the game? Its easy today to replicate the effect that hard surfaces have on a room's acoustic character, but what if that room contains a large object, or a corner, and the audio source is behind that corner (from the point of view of Gordon).
Also, in films, to enable the audience to hear dialogue in battle sequences, the atmospheric audio is dropped significantly in level so that this is possible (the human brain can do this automatically in a real environment, but not when viewing a TV/cinema screen). Will such things also happen in HL2?