Today a missive from Nick Ryan; our Doctor of Sound (no less)…
We have been working on further audio design for the palaces. Last week a new Palace was born; designed narratively to sound dramatically distinctive, The Palace Of Glass has loads of levels all of which play with the acoustics of highly reflective surfaces. In one level there’s a major twist in functionality (but I can’t tell you what it is yet!)
The footsteps sessions are growing exponentially it seems and we have devised a way of delivering more footsteps more procedurally. This makes everyones life ten times more labour intensive *except* the player of course, who can now enjoy footsteps that are gradually adjust to changes in terrain – thus allowing us to circumnavigate the ‘peg-leg conundrum’.
I’ve just opened a conversation with software developers ‘Flux’ hoping that they’ll let us try out the hotly awaited new plugins from Ircam Tools. Only just said hello but they seem very nice fellas and we hope that they dig Papa. One of the two plugins in question allow voices to be manipulated according to variables that change percieved age and gender – except it sounds like they’re taking a radically different approach to other tools that have done this in the past and the results are meant to be amazing. The other tool we’re hoping to get our hands on models acoustic space in new and exciting ways. More news to come on that…
I’m off on holiday next week but taking a friend with me – George or KU800 as he’s better known (god I’m a geek!) Anyway I’ll be taking George with me to some nice sounding places and recording binaural ambiences for use in the game. These will include a cornfield and a wood.
I leave you with some pics of the logic automation for the FWT’s voices - if you dont know what an FWT is, you will.













