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This audio technique sounds interesting, has it been used in other games since, or are higher-fidelity techniques now used? > Another major system for Trespass
by neuronexmachina 7y ago
This audio technique sounds interesting, has it been used in other games since, or are higher-fidelity techniques now used?
> Another major system for Trespasser was its audio system, which we described as "real time Foley" because of its ability to generate collision and scraping effects between differing sound materials in real time. Although the system could have used more sound material data, even with what it had it resulted in some wonderfully immersive sound effects which most other games do not duplicate - things like scraping a board down a concrete surface or hitting an oil barrel with a metal bat sound just about perfect. Since the system doesn’t simply play two sound effects but actually chooses from a group of samples and sets volumes based on the underlying physics collision, it sounds much more natural than most other audio systems currently used.
- mntmoss 7y agoFoley mixing is still the state of the art in the majority of cases, but there is a lot more DSP power to throw at spatial positioning and acoustics, which makes the resulting mix a lot smoother.