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ArenaNet: Video: Audio Team Field Recording Trip


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#1 xXx87

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Posted 20 October 2011 - 05:06 PM

http://www.arena.net...-trip#more-6660

Enjoy :)

Edited by xXx87, 20 October 2011 - 05:08 PM.


#2 Dove

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Posted 20 October 2011 - 05:06 PM

Hey, a red post :D.

Watching now!

Vid is private -- I've never had that before, so is there a fix I've never learned?

EDIT: Still haven't seen the video, but what a cool description! How neat that they have a really original place to go and do some of this stuff.

As an aside, if they're recording specific reverbs, it's likely that the sound polishing on voice acting isn't complete, for all those who were worried about it.

Edited by Dove, 20 October 2011 - 05:14 PM.


#3 Geikamir

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Posted 20 October 2011 - 05:11 PM

Yep, getting the same thing. I've seen that happen before. Regina (or was it Martin?) said it's just a issue on that back end when transferring information onto the site, or something. I think it was a really simple fix last time.

#4 Devildoll

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Posted 20 October 2011 - 05:17 PM

I enjoy little nuggets like this. But.. I like big nuggets too.. ::cough:: last profession ::cough:: open beta invite for just ME!!! ::cough:: ::cough::

The audio post is a great read. I like hearing about anything they are doing. Cant wait to see the private video :D

#5 Jostedalsosten

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Posted 20 October 2011 - 05:26 PM

I don't know if they fixed it or if I hacked it somehow, but those were some pretty interesting sounds indeed ^^,

#6 Argo

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Posted 20 October 2011 - 05:28 PM

cool post.
nice vid too, should yield some interesting sounds for when fighting in underground tunnels =]

#7 Amannelle

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Posted 20 October 2011 - 05:35 PM

Yaaaay! OMG I feel like it's been forever, even though it's only been a couple days xD


These sounds should prove beneficial here:


Edited by Amannelle, 20 October 2011 - 05:42 PM.


#8 Regina Buenaobra

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Posted 20 October 2011 - 05:37 PM

It takes a bit of time for the change from Private to Public to propagate on YouTube. It should be working for everyone now.

#9 Sard

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Posted 20 October 2011 - 05:38 PM

Regina Buenaobra said:

It takes a bit of time for the change from Private to Public to propagate on YouTube. It should be working for everyone now.

Yup...all good....thanks Regina!

#10 Howl

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Posted 20 October 2011 - 05:43 PM

Pretty cool place to record, makes me want to go there just to feel what they're describing, interesting post.

#11 Massive Jawbone

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Posted 20 October 2011 - 05:43 PM

Much too short and it did not show anything outside of some Inside Football technical specs that even I had to look up and two cooling towers. :(

I would have liked to see how they actually made certain sound effects. And then splitscreen it with the scene in the game.

#12 TotTWriter

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Posted 20 October 2011 - 05:44 PM

Wow. Can I say envy enough? That's such an awesome field trip to have!

And such wonderful echoes, even the snippets we heard...I can't wait to hear the finished results. I am definitely playing this game with headphones on!

#13 TYHE

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Posted 20 October 2011 - 05:52 PM

Can we hope for similar environments in game - massive towers, dark tunnels, with creepy sound effects? Seems great ^_^ Charr lands and dungeons are natural first guesses.

#14 Thalador

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Posted 20 October 2011 - 05:53 PM

Those sounds were freaking awesome. This trip must have been a blast for the Sound Team. Those guys are beasts!

#15 NeonArlecchino

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Posted 20 October 2011 - 05:56 PM

This does two things. Makes me want to play S.T.A.L.K.E.R. and makes it clear to me there are going to be some really scary areas :D

#16 TotTWriter

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Posted 20 October 2011 - 05:59 PM

TYHE said:

Can we hope for similar environments in game - massive towers, dark tunnels, with creepy sound effects? Seems great ^_^ Charr lands and dungeons are natural first guesses.

Why limit it there? I can think of no better thing than a long, lingering, creepy sound in a jungle cave that's dark and fetid. Gets my spine a'tingling.

Or even mountain passes. Big walls of rock call out for echoing roars! I think we'll be hearing the results of these noises right across Tyria.

#17 kalendraf

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Posted 20 October 2011 - 06:12 PM

As an electrical engineer and as a musician intimately familiar with the ins and outs of accoustics and sound-recording, I found this blog posting to be completely fascinating. I can't wait to hear the final results from this in GW2!

#18 Cutthroat

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Posted 20 October 2011 - 06:12 PM

Woah! Very cool, although I would have wanted to hear some monster sounds.

#19 inDef

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Posted 20 October 2011 - 06:17 PM

so jelly right now

#20 Arkham Creed

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Posted 20 October 2011 - 06:26 PM

So to sum up this blog; go buy a high quality surround sound system for your PC.

#21 Datenshi92

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Posted 20 October 2011 - 06:30 PM

Arkham Creed said:

So to sum up this blog; go buy a high quality surround sound system for your PC.

Too bad I prefer headphones :P

#22 Zeus_CM

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Posted 20 October 2011 - 06:52 PM

Datenshi92 said:

Too bad I prefer headphones :P

then buy razer headphones with 5.1 surround :)

on topic: I love it how much effort anet have put into making sound in gw2 to be so high quality. Gw2 will be incredibly immersive.

#23 Craywulf

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Posted 20 October 2011 - 07:04 PM

Great blogpost ArenaNet, love reading the behind-the-scenes stuff. It makes me appreciate the game more. Keep it coming.

#24 LastDay

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Posted 20 October 2011 - 07:10 PM

Sounds awesome.
Or awesome sounds! :p

#25 Zungx

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Posted 20 October 2011 - 07:20 PM

Certainly a unique blog article, certainly sounds fantastic.

#26 filaret

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Posted 20 October 2011 - 07:21 PM

LastDay said:

Sounds awesome.
Or awesome sounds! :p

I see what you did there!

OT: A-Net is pure awesomeness :P

#27 Mr. Mango

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Posted 20 October 2011 - 07:21 PM

This is really cool. It's not often companies show off a special case of a day-to-day task. Really appreciate this post. :D

#28 Mordakai

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Posted 20 October 2011 - 07:32 PM

What does RT 60 and RT 90 actually mean?

In laymen's terms.

#29 Nemui

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Posted 20 October 2011 - 08:01 PM

i imagine they'll use some of these sounds for the giant asura laser or something similar. these long, drawn-out ones sounded like something charging.

#30 Vahkris

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Posted 20 October 2011 - 08:10 PM

Mordakai said:

What does RT 60 and RT 90 actually mean?

In laymen's terms.

My understanding is they are a notation that represents an amount of time that the volume of the reverberation of a sound (i.e. the echoes) takes to drop 60/90 decibels below the initial volume of the sound. (i.e. Reverberation Time to reach -60/90 decibels) It apparently varies a lot by sound, location, etc.

Or basically, how long until the echoes drop in volume to a specific amount below the initial sound. If your sound is 60 decibels, RT60 would be the amount of time it takes for that sound to become essentially silent (0 decibels...I'm guessing that's what they mean by full decay). For their example of RT90 taking 45 seconds...imagine a motorcycle revving up a little less than 10 yards away (I found something that says this is around 90 decibels), and then stopping, and you could continue to hear the various echoes for 45 seconds...

Someone please correct me if I'm way off base here

Edited by Vahkris, 20 October 2011 - 08:13 PM.






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