- Fuzzy OneThree
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- Exalted Heroic Member
Formerly known as BASs13 and One Point Three
Posted by: AnalogWeapon
L360 Limited/Maximizer*Nerdy snikering* Hehe: You meant "Limiter".
But yeah, like I've went on-and-on about before: The audio in Halo 3 is amazing. The real time effects explain why the audio adapts so beautifully to the location/environment of its source and the location/environment of the listener. I think that a lot of people don't notice how crazy the audio is literally because it is so realistic. I encourage anyone who hasn't to play Halo and listen critically while experimenting with where they stand in relation to audio sources. Just last night, I was in forge, and I paused the video where a player had dual SMGs blazing. The video continues to play the sound, and it is a great way to experience a bit of this real time processing. the sound get's louder and quiter appropriately as I move closer and farther away, or put walls between me and the source. Also, I noticed a "flanging" type affect as moved about closer to the source, very much like the doppler effect that I would normally (In the real world) hear when I move relative to a sound source...
Things will get super crazy once the hardware can handle "physical" sound virtualization. Imagine a "sound engine" that literally created audio based off the vibrations of physical objects and then calculated the resultant compressions and rarefactions as they bounced around the geometry of the virtual 3 dimensional space... That would be "true" reverb, without effects... I think we have quite a ways to go though.
Halo 3 audio production, design, and programming is the very best I have ever encountered in a video game. Kudos! Uhhhh, yeah.... (I actually get some of it, I'm not that stupid)
I never really noticed it, but then again, I do use the TV speakers.