To make the sound come to
life, Bullfrog has invented a new 3D
sound-engine for the game. Sound engineer
Russel Shaw says that: "the basic
principle of our new soundengine is
actually pretty simple: We create every
sound, that the player hears in the
dungeon, from two different components -
distance and direction. These days, alot
of games use this technique - making a
noise, e.g. footsteps, fade gradually out
as the source removes itself from the
player.
We also use the stereocapabilities of
most soundcards to replicate the angle
from which the sound comes.
A player will be able to orient
himself and tell from which general
direction a given sound is coming. This
way, a player will have a sense of where
the dangers are lurking, and be able to
maneuver though quasiblind. To add to the
effect, we change the sounds when certain
objects or walls come in between the
soundsource and listener. A new step
forward for our sound engine is the
integration of the Doppler-effect. Most
everybody has had experience with this
phenomenon when a car or an airplane with
great speed passes you. An object coming
at you, makes a higher pitched sound than
one moving away from you."
(Note - this is
not a direct quote but a translation of
the interview brought in the german
"PC Games" magazine)
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