-=> Quoting Roger Fingas to Lee Jackson <=-
RF> Did you I tell you about how they're doing the sound/music
RF> work for DreamWorks' Trespasser?
LJ> I contacted them a couple of weeks ago to find out exactly what they do.
LJ> They develop sounds and write music, but that's it - they don't do sound
LJ> engine code, which is what I thought they were also into.
The engine DreamWorks is working on is totally physics based. It
determines what density objects are involved, their velocities, and what
noise would be produced if they collided.
SounDelux's part was to do something unique - "one-sided" foley.
For instance, they recorded the sound of wood being hit soft, and then the
sound of wood being hit hard. Now, if the player smacks a tree with a stick,
both of those sounds would be mixed - the soft hit for the stick, and the
hard hit for the tree. The variable would be how hard the player swings.
This is unlike SounDelux's normal "full" foley, which is used for just about
everything, from movies (like Braveheart) to games (like Mechwarrior 2).
--- Maximus 3.01
---------------
* Origin: BitByters BBS, Rockland ON, Can. (613)446-7773 v34, (1:163/215)
|