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  • 12 minuti fa
Il responsabile del comparto audio di Dante's Inferno svela alcuni segreti dello sviluppo del titolo e soprattutto del campionamento delle musiche.
Trascrizione
00:00I'm Paul Gorman, I'm the audio director for Inferno and we've been working on music for
00:05Gluttony lately and we knew from the get-go that Gluttony would be very much a left-hand
00:12departure from the rest of the score. Compared to a lot of the orchestral and choral stuff
00:16we're doing, Gluttony is a lot more intimate, a lot more kind of like one event or thing
00:22happening at a time in the score, which allows for the ambient sound design to shine through
00:30quite a bit more. But we knew we wanted to get some really unusual sounds for Gluttony
00:37in terms of music. I'd worked with Ralph Carney, he's a local sax player, before on previous
00:45titles. And we were very aware that Ralph has a pretty unusual collection of saxophones.
00:53We were looking for something very disgusting and vulgar and corpulent sounding and we naturally
01:02thought of like really big, deep, low horns. So we're going to take Ralph's stuff and we'll
01:10do a little bit of doctoring to it. We'll be layering it up, making it more
01:14more evolving over time and, you know, kind of responding to the player's movement. But
01:21we'll probably be pitching it down even farther just to exaggerate the craziness of the sound
01:29that that horn makes. But we're, you know, very much looking forward to getting this content
01:36in the game and sharing it with the rest of the world.
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