字幕列表 影片播放 列印英文字幕 Hey everyone, Unyshek here and welcome to another #Ask343 episode. Today we're joined by the Audio Team and they're answering your community questions that you asked on Twitter using hashtag Ask343 before we dive into the questions, I'll let them introduce themselves and tell you about what they do here at the studio. Hey John, yeah, thanks. It's an honor to be here. I'm excited to answer some questions from the community and Chase Thompson. I'm the Lead Audio Technical Designer on the team here and what that means is that I do a lot of our audio systems design and tools design. And so you know, similar to the sound designers, where they are responsible for making things sound cool. I'm responsible for making everything work in the game and play back the way that it should. Hey, I'm Joel Yarger and I'm the Music Supervisor for Halo infinite. I've been with the team little over two years and previously I worked at PlayStation on the God of War franchise, Uncharted franchise, Last of Us, that type of first party. First party work. Hi! My name is Kyle Fraser and I'm the Lead Sound Designer here at 343 Industries. My day-to-day responsibilities are kind of just overseeing the overall sound design for the game. Also just kind of involves just a lot of content creation for many different areas. And you know doing my best to try to make the game sound is best possible for you guys. Great to have you here today, excited to dive into some community questions. This question from the community is with the new acoustic system. Does it allow players immediately on either side of the same wall with no portals to hear each other's location similar to other games? Or does the room and portal pathfinding completely take precedent? Yeah, that's a great question. Sounds on either side of a wall are never going to be completely muted because of the acoustic system. It should sound natural, so that's the whole goal of this. Of this system is to make the audio feel as natural as possible so you know if a gunshot was on the other side of the wall, even if that wall was completely closed off from you, you would still hear it, and so that's the goal of this system is to make sure that you can. It feels natural, and when those sounds are in other rooms, they'll be appropriately muffled or turn down based on. On how occluded or obstructed the sound is. So if there is a portal there, it'll be clearer an if there's not, it'll be muffled, but you'll still be able to hear it. Awesome, that's super cool to hear, and I'm glad we're taking that more realistic approach with that audio design. This question from Twitter is I'm all for the direction of the soundtrack in infinite, but my question is, will there be some somber emotional tracks? Example heavy price paid, made me feel the emotions of betrayal or arbiter. Thanks for that question. The short answer is yes. We have a lot that we haven't been able to share yet, but we have emotional and character arcs that involve spoilers. That can't wait for you to play the game, and here the highs and lows of the entire score, not just what we've shared so far. I think 2 characters that we do know about, the Pilot and Escharum, are part of that, so you can hear hints of of where those characters will be going on their journey. And musically, it's pretty wide. And when you say highs and lows, you mean emotional highs, emotional emotional highs and emotional lows. Dynamics of that. It's not all bright, it's just we wanted to recapture what made early Halos feel special. In that regard. Gotcha, thank you for diving into that one. I love the music so very excited to let fans here more as they play the game. This question is about some weapon sounds. Will we see the classic overcharge hum? With the plasma pistol back for Halo Infinite, it's really cool seeing the studio embracing the two decades of Halo Audio and trying to weave legacy into the soundscape of the game. Yeah, we kind of like initially sat down or trying to kind of brainstorm different sounds that we could bring back from the original trilogy. This was definitely kind of high on the list, but the sound is just, you know, it has a lot of character, has a really strong sense Anastasia. And so yeah, we definitely decided to kind of weave it into our aesthetic into our designs now worked out really well. It didn't feel kind of jarring. It didn't feel forced in any manner, and So what you kind of have is when you charge up the fire of the plasma pistol. Get kind of a nice satisfying like high tech line up then before it's fully charged, you'll get the kind of swell at the home that goes into this home loop and you kind of get some nice like ********* plasma and whatnot. But yeah, I think you guys will dig it. It's a nice iteration on the plasma pistol that's that is awesome to hear. And I love how you were able to describe it in such depth, right? The different phases of charging up that plasma pistol. This next question from Twitter is will enemies shooting at your friendlies still be loud for you or is it just the thing when you are personally targeted? I worry for the situational awareness up close. How quiet are we talking here? That's a great question. So the the threat priority system uses a bucketing system where the highest threat to the player is going to be turned up, and the next level of enemies is going to be turned down just a little bit, and then any friendly characters and weapons in the game are going to be turned down the most, and the great thing about that is that a lot of the time, especially in multiplayer, you're going to be playing really close with your teammates. You're going to be running around the map together and trying to stay close, so in past games, your teammates weapon fire would be the loudest thing in the mix. And what this system does is it? It brings those down so that you can really hear the most threatening enemy, and then right under that will be the other enemies that are nearby. So it's not going to make those completely inaudible. In fact, it will help bring those up in the mix, because your teammates won't be quite so loud anymore. Touch it, that's super cool. I actually didn't know that we had such like an incredibly detailed stack ranked list of Brett prioritization there. That's super cool. This next question is will the music be adaptive like it was in earlier Halo titles? Well, the tracks play out differently depending on the gameplay state. Absolutely yes, you know, it's hard to even put music in a game nowadays that isn't adaptive. In some ways we're utilizing some technology like Wis for engine along with some custom developed tools and music systems to help track. What the player is doing, what the enemy AI is doing at anyone given time and also we take into account a lot of what we consider to be a player intention, what a player might be doing next, or how we could react to what a player might be doing next. Whereas you know are they going full on into battle or they. Keeping back and sniping? Or are they just passing through and walking to the next experience? Well, sort of, just, you know, not really. Even fully engaging in the experience that there is unfolding in front of them. So all of that is taken into account and it's constantly improving that too. You might be walking through the world and get a piece of music while you're just exploring that. Carries over into combat engagement, whereas if you just walked into the combat engagement without that piece of music playing, you get something else. So it is very adaptive, based on what you're doing very where you're at. Yes, very adapted based on where you're at, what you're doing, where you're at in the story, even what music is chosen is kind of indicative of what you've already accomplished in this story, so we can kind of keep things fresh and keep things moving. So what I look really look forward to is we have a pretty tech techie music team here on site that we put a lot of thought and care into how the music plays out and think once the game comes out and you can experience it will be able to start talking and releasing more details about the underlying technical stuff again without giving away spoilers now. So not just say yes, but a strong emphatic. Yes, we will have this definitely. Yes, awesome yeah, thank you for diving into that one. Alright, so our next question from the community is what's the toughest sound effect to design or implement that you're allowed to talk about and why? Yeah, I think kind of every area of sound design kind of has its own unique set of challenges, and it's definitely from a content perspective.