New Interview with NFSPS Audio team
by Skyline_man at 01:37 • Comment (1) • Link to news article
Checking the blog section at the [url=http://www.ea.com/prostreet/]official site[/url], i found a new interview with some of the Audio team behind NFSPS.
[b]1. What's new and innovative in the audio for ProStreet?[/b]
[i]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.[/i]
[i]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. [/i]
[i]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.[/i]
Read the full interview [url=http://www.ea.com/prostreet/pblog.jsp?id=bloganswers1009]here[/url].