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NFS PS: Interview with the NFSPS Audio-Team Wednesday, 10.10.2007
NFS Pro StreetThe new producer-blog on the official website of Need for Speed has a new entry: an Interview with the Audio-Team from Need for Speed ProStreet! In this interview the recording artists talk about the recordings on the tracks and in the studio and about their experiences and difficulties. It's really worth reading!

Exerpt:
1. What's new and innovative in the audio for ProStreet?

Phil: This year, speech plays a much more supportive role compared to previous Need for Speed's. As ProStreet takes place entirely within real world race tracks, it was decided early on that these locations would require voices to support the idea of being at a sponsored racing event. Why hire actors when you could get the real deal, right...? So we asked a few "professional" race announcers to be a part of the game - Jarod DeAnda (Formula-D), John Hindhaugh (Radio Lemans), and Jbird (NOPI) spent over 100 hours in the voiceover booth recording lines of speech specifically for our game. They talk about everything that goes on in ProStreet, both on and off the track. This has added a tremendous amount of life and energy to each and every race. If you've ever heard just one of these guys announce a racing event in person, you'll know exactly what I mean... This is the real deal.

Jesse: NFS Cars now have "real" physics, which means cars will sound and feel much more realistic. Pro drivers use their ears constantly for feedback during a race and we wanted to recreate this experience in Pro Street as good as possible. We use nearly every modeled physics input to drive sound. You will now get a great sense of feedback from your engine and turbo/supercharger how hard you're working your car. Tire sounds are accurately modeled as well, letting you know how close you are to edge of control.

Charles: ProStreet's audio feel is very different from previous Need for Speeds. It's all about cars, reality and racing, so the main focus this year was, you guessed it ; cars . More than 100 car audio models are in the game, completely new technologies were created for skidding and forced induction. Forced induction is now fully modeled as well. Our technical sound artist supreme, worked on this for several months to perfect it, studying every detail. The recordings for this were done on real cars, under real circumstances. We found that using “sterile” methods like some other games do, simply didn't make it sound alive enough.

The other brand new addition is world modeling with continuously adapting early reflections. The cars will sound alive in their space. It's a real treat to have this in, very cool stuff. No other racing game has done this before that we know of. There are some other hidden gems that I don't want to give away (yet). They have to do with making the car come alive and be more aggressive sounding.

Adam: We've got real-time damage this year and the audio has been completely rebuilt from the ground up to support this feature. What we've done is created a layered damage model, so that for any crash, what you hear is the sound of the surface you hit plus the sound of the part of the car that was damaged. Every part of the car that can be damaged has an entire sequence of audio to support it, from the lowest intensity bump to the sound of the part being ripped off and clattering down the road behind you.


You can find the complete interview here:

» NFS PS: Interview with the NFSPS Audio-Team

» Blog Answers (Source)
» Official website of Need for Speed ProStreet

» Preorder Need for Speed ProStreet at Amazon.com
» Preorder Need for Speed ProStreet at Amazon.co.uk
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