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[quote][i]Originally posted by DannyB[/i] [quote]I have started to notice a few people asking questions of the Treyarch devs regarding the sound tech that will be in CoD:BO. Some of these questions were answered last May when Treyarch had its community event. As regular readers of BASHandSlash.com know, I was at that event and was fortunate to be in the audio booth with Audio Director Brian Tuey. Brian's audio team is currently working on Black Ops, but you all may remember the fact that he also was involved with Call of Duty:World at War. The CoD:WW Sound Experience And speaking of CoD:WW, recall that hardcore gamers took a long time to come to any judgment on CoD:WW's sound. In the end, that judgment was mixed. Casual gamers seemed to like the attempt at simulated real-world sound. That attempt at realism was the philosophy behind the CoD:WW sound. Many gamers were not so appreciative. Among the more ardent haters were pro-gamers who wanted clear distinct audio cues to help them know where the enemy was hiding. I must admit that I was in the latter camp. Here were my thoughts on CoD:WW's audio soon after I played the Beta, back in October '08: ...sadly, the sounds in the Beta are simply dissatisfying, to put it mildly. With the exception of the bazooka and the tank main guns, all weapon sounds including all the guns and the grenade explosions are pathetically meek. The lack of realistic sounds in-game completely nullifies any of the visuals. I cannot emphasize this point enough. Everyone playing with me in the Beta servers said virtually the same thing. CoD:WW Beta Review Oct '08 While I was, in retrospect, quite harsh in dealing with the in game audio, my opinion soured further when I later agreed with the competitive community regarding the lack of situational awareness that the sounds provided. Anyone playing BFBC2 nowadays will understand what I'm talking about. Nearby enemy sounds were nearly inaudible and distant sounds were echoey and could not be pin-pointed. Anyone wanting to play the game with skill wants to remove randomness and hardcore gamers found the sound tech in CoD:WW took skill away. Not everyone agreed on this of course. Many loved the cinematic audio, but some of the real hardcore players found issue with it. North American competitive "pros" would typically point to sound as the number one reason for staying with CoD4 as the competitive game of choice. Occlusion and Flux CoD:WW sported two new sound technologies for the CoD franchise. Occlusion and Flux. Occlusion was simply a fancy sound-attenuation algorithm, while Flux allowed sound to bounce off surfaces and produced echoes in game. Occlusion made it difficult to hear someone around a wall and simulated the real-world effect of attenuation through solid objects. This made hearing someone approaching you from around a wall very tricky. But the real problem was Flux, which tricked you into thinking the sound was coming from somewhere else. In CoD4, good players were accustomed at cranking the sound up to figure out where their enemy was, but in CoD:WW, it was harder to determine position, thanks to Flux. Many attempts were made to try remove these two technologies as CoD:WW modders tried to remedy the situation by attempting to revert back to a CoD4-like sound. Raf1, maker of CoD4's Promod, spent a great deal of time on this problem and eventually gave up. Though he managed to remove some of the Occlusion by deleting global attenuation dvars, the Flux algorithms were woven too tightly into the game and he was not able to budge them. Fast forward to Black Ops Two years later, at the BO Community Event in May, Brian Tuey reflected on CoD:WW and gave us an inkling about what we would get in Black Ops: Jock: You brought a technology in CoD:WW that I hadn't seen before in CoD (Occlusion/Flux). What will happen in BO? Brian Tuey: It's refined. It's a lot more natural now. One of our new, big audio tech features is that we have surround reverb now. We've got a brand new reverb engine. It interacts with the occlusion system in a really nice way to make it feel a lot more natural. So you'll still be able to tell when things are behind buildings, but it's not the abrupt unnatural thing that it became last time. It was new technology, you refine as you go. Also, we're doing some things with compressors on the output, so that people with television sets can hear quiet sounds better. Brian went on to point out three different sets of speakers around the room: professional monitors, a consumer 5.1 system and also a pair of crappy computer speakers. The three sets allowed him to simulate most gamer systems...the variation in end-user technology had to be accounted for. Brian also told us that he had to re-record all in-game weapon sounds as the old WWII weapon audio was now outdated. Brian Tuey: We had 45 mics set up (20 for CoD:WW). We were in a canyon (recording the gun sounds) and we even had some mics just pointed at the mountains. Remember the Flux stuff we did back in CoD:WW? We recorded the movement of the echo (off the mountains) and this was re-integrated back into the gun's sound. Jock: Can you take away the Occlusion/Flux? Like a switch? Can that be shut off if you were playing a competitive mode? Brian Tuey: I think it will be less of an issue now, but there is a way you can shut it off. (We were directed to speak to pcdev at this point -- who did seem to indicate he was amenable to creating such a switch). While Occlusion/Flux will make a reappearance in BO, the real question is whether that switch to turn the tech off is included. I'm going to bet it is. If so, even more good news for the competitive crowd. [/quote] [/quote]
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