NFS-Planet



NFS U: Sound Editing Sunday, 26.10.2003
IGN.com published an interesting interview with Charles Deenan, who is responsible for audo in Need for Speed Underground. This does not mean the soundtrack and music, but the soundeffects of the engine sounds.

Excerpt:

How is a racing game different than other games?

Let's compare to other games. Any racing games, because the main focus is trying to give the use the sense of a car. And so you can either try to get it as real sounding or hyped up. And on top of that, sound will give you a certain sense of speed when done well compared to other games. Usually you pick out one part. This is the main part of the game let's get this to sound right.

With Need it's 100% of the game and you have to focus emotion a lot more on the sound. It really ties down to how much time and man power you have. It being only a racing game--you can put a lot more manpower to convey that sense of speed.


How do you make the sounds authentic?

Sounds are recorded in a variety of ways. Often the best results are on a foley stage where it's a controlled way. Then you get a really clean recording. It's harder to do it in real life because you have an engine to deal with--especially when it ties to more subtle sounds. You can let a car roll down a hill or turn on the engine and let it drive. Often you mount the mic on the car near the tire and record it as clean as you can.

Those sounds are sweetened on a foley stage. You get more clarity. When you mic things that are mounted on cars you have to deal with the wind, the rumble of the tire and the artifacts that the car makes. We often go overboard on sounds to make them sound good; it doesn't matter if you use the exact props or not.


» NFS U: Interview with Charles Deenan @ IGN
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