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发表于 2008-11-24 01:48:00
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Sound is one area that the team has been spending a lot of time working on, and it's designed to be the most realistic audio experience in a game of this type. When you consider that you'll be fighting at ranges measured in hundreds of metres, where you'll be seeing muzzle flashes from the enemy before hearing the bullet ping past your ear, you'll have some idea what to expect. This level of environmental sound positioning is totally new, to the point that when Bohemia went shopping for a sound solution they quickly found there was none. Sound design went even further: if you know your war films you might recall in Battle of the Bulge how the American GIs heard the distant sound of squeaking tank treads before the deep growl of Tiger engines. In ArmaA II Bohemia claim to have created more than 40 independent sounds per vehicle, from different parts of each engine to the sound of each wheel on a variety of surfaces, with each sound spatialised. Impressive, even if such detail might be lost in the heat of battle.
音效是(开发)团队花费了大量时间的部分,这将会是同类游戏中最为真实的体验.当你想象自己在能看见敌人枪口火光后立即听见子弹从耳边呼啸而过的百米范围内进行战斗,你就知道要期待什么了.环境声音定位级别将是全新的.在波希米亚外出采购声音解决方案的那一刻,他们很快就找到了一个.声音射击进行到更深一步:如果你了解你的战争电影,你能想象到在<<突出部之战>>中美国步兵听到远处虎式坦克履带的吱吱声到引擎的隆隆声.在武装突袭二种,波希米亚称每种载具将会有超过40种独立的声效,从引擎的不同零件到轮子在不同表面上的不同声音.即使在激烈的战斗中会被忽略,它仍然是很令人惊讶的.
[ 本帖最后由 novelekehe 于 2008-11-24 03:03 编辑 ] |
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