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[In a fascinating, in-depth audio article, Radical's Morgan explains the detail that went into creating the complex ambient sound for the troubled cityscape in action game Prototype.]
Prototype is a
third-person, original property developed by Radical Entertainment and published
by Activision Blizzard. It is an intense, open-world, free-roaming, action adventure
game set in a version of New York City that
gradually descends into a virtual hell by way of an outbreak of a deadly viral
infection.
The game features action driven by a three-way war among the main
player character, Alex Mercer; the military, trying to squash the outbreak; and
a growing force of infected people and creatures.
Goals for the Ambience
The direction for ambience in Prototype was to create a living, breathing New
York City; a city that felt believable
and alive, adaptive and dynamic. Instead of aiming to break down the city by
zones alone, the desire was to base the ambience on the objects within the game
world and their relative densities, populations and emotional states.
Based on the overall design of the game design, our
intention with the ambient audio was not to create a block-by-block recreation
of the city, nor was it to represent any specific neighborhood or region with
detailed, accurate sound.
Instead, we were after an overall feel of New
York and the basic sensation that the city was itself
a character that was alive and dynamic, transforming with the player's
movements throughout the environment and the progression of the story.
The Manhattan (Recording) Project
Early in pre-production we made the decision to
travel to New York City to
document ambient sound. Our
Sound Designer Cory Hawthorne and myself, equipped with M-Audio MicroTrack
24/96 recorders and custom built headset mics/preamps from Sonic Studios, combed
the streets, shorelines and parks of Manhattan recording
as much audio as we could over the course of a week and a half.
Our aim was twofold: to document New
York audio for reference and to collect useful,
high quality audio which we could then use to build our game's ambiences from
the ground up. We returned from New
York with about 20 hours of raw recordings.
We
recorded everything from "quiet" courtyards to the noisy center of Times
Square. We recorded from 40 storeys up on a rooftop and
underground in the subways.
We recorded Central and Battery Parks as
well as the bustling financial district and hectic Canal
Street shopping district. We recorded
in the rain, during the day and the night.
Although much of this audio did make it into the
game, the game's ambiences are complete reconstructions and often include
multiple layers of our original recordings with extra sounds added
from our libraries.
Surprisingly, some of the most useful recordings from New
York were those recorded at the greatest
distance from individual people and cars. Rooftops, back allies, parks, and
more all proved as useful as the busy street corners and pedestrian-heavy
centers, mostly due to the method of implementation -- which I'll describe later.
Although our recording set-ups were stereo, some of
the ambiences in the game are actually quadraphonic. We decided that light-weight,
low-profile stereo equipment was actually more desirable than any kind of
elaborate four-channel mic/recorder setup.
The quad ambiences in the game ended
up being amalgamations of two or more separate sets of stereo recordings from
the same environments. Although you lose any realistic positioning with this
style of recording/playback, it has the advantage of sounding denser,
which was often desirable for our game.
Although many of Manhattan's
neighborhoods and boroughs have distinct and unique ambiences, what we
discovered after several days of recording is Manhattan has a
constant drone that underscores everything in the city. You can hear it in the
parks, the subways and the busy streets -- it is like a resonant note that
plays continuously in the background, 24/7.
Some of our quieter recordings reveal
this keynote drone so we primarily used those recordings to form the basic, four-channel
building block of Prototype's New
York City ambience.
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It's great to hear a well balanced summation of how you tackled the challenge.
Isn't it great that we don't have to worry about how to play a .wav file anymore? ;)
"tuning of roll-off times, smoothing factors, channel leaks, etc. to allow for subtle "massaging" of the resulting sound."
Every audio engine should get a massage once and awhile!
"18-channel file minimizes disk seeks considerably"
And maximizes awesomeness!
Way to push the envelope. (pun intended)
Cheers!
Hey, regarding that resonant note... so what key is the city of Manhattan tuned?
Great article and great engine.
Have you ever heard from the Surround Library "Urban Atmospheres" (All kind of urban sfx). I have recorded the matirial for the Company Steinberg in 5.1 Multichannel. I recorded the 9 DVD with the Atmos 5.1 Surround Miking System and the Surround Mic Array with BRAUNER ASM 5 Mics. With fantastic results. The euipment was were compact.
Looking forward to here from you.
Greets from Germany