On the Edge of sound

The new issue of Edge magazine has the interesting article “How Sound Influences The Way We Play Videogames“, which has a couple of sound tips that may be of interest to iCloners…

On how to convey a sense of constant acceleration, while having the prop vehicle maintain a steady speed…

“In MotorStorm: Arctic Edge, you’re racing over this Arctic tundra in all manner of vehicles, and you’ll very often be flat out,” […] “Because of this, once you get to fifth gear, after a few seconds [the engine sound] will change up to sixth, then seventh, and in theory it could keep changing up a gear at random times indefinitely. Players aren’t sitting there counting up and thinking, ‘Hang on, now he’s in tenth!’ There isn’t even a gear indicator onscreen – [the sound is] literally to give you the sense that the vehicle’s constantly accelerating. Something that might appear to be telling you what’s going on isn’t necessarily doing so; it might be telling you what the sound designers and game designers want you to think is going on”

Adding camera-shake/tremble to make the viewer think the sound is louder than it actually is…

“Before we had control of the camera, we had guys at DICE saying that the cannon on the tank wasn’t loud enough,” explains Strandberg. “Then we added camera shake on the recoil, and people went, ‘It’s too loud!’ At that point, we could actually lower the sound back to its initial level, because when those things are in sync, when you get a rumble in the pad, a camera shake and you get the bang, you go, ‘Fuck, that’s loud!’ But actually, it wasn’t that loud – it’s just working with more of your senses.”