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Post by Addictress on Sept 9, 2016 10:21:48 GMT
Anybody know how to technically describe the differentiation between different dialogue audio levels in a game? For instance the different between the clarity and loudness of Cassandra's close-up speech regarding her personal companion quest and the type of dialogue you hear talking to the corporal in the Hinterlands about collecting blankets. What is that called?
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Post by Addictress on Sept 9, 2016 10:25:29 GMT
Like, Solas would say something really interesting about the fade as we're exploring in the back and I'd be like "WHAT DID YOU SAY IN THE BACK THERE? WHAT?"
And finally in the Western Approach, the camera actually cuts to him when he responds to Erimond about "that might just make things worse" killing the archdemons pre-emptively, I was like YAAASSS, YYAAASS SOLAS FINALLY.
God. Speak the fuck up.
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Post by Addictress on Sept 9, 2016 10:26:51 GMT
NOT BECAUSE I CAN'T HEAR, BUT BECAUSE IT'S just... respecting what's being said. Acknowledging that what's being said is important.
If literally 98% of everything that's said is in the distance, it's not important. Then you realize that only 2% of the area you're exploring - aurally, visually, everything about it - is unimportant. Read: where is the story??
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Adhin
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Post by Adhin on Sept 9, 2016 11:03:47 GMT
LOL Ahh yes, I dunno what technical term they use for there system to determine sound drop off over distance or whatever value BioWare is ultimately using for 'Speech audio'. But it suuucks balls in DAI when it's not just at normal full volume regardless of distance. ANY conversation or banter should just be straight up full volume, screw how far away we are.
As for why it'll do something like base it off the camera instead of the character (not that you asked)... you'd get weird audio cues on right/left. Say your characters looking at the camera, and a sound places off to your right... hah! gotcha, it's actually to your left cause that's the other left! No, the other other left! or... whatever it's important for not confusing players in case anyone was wondering.
Hope they either don't do conversations like that in MEA or we get full volume for all conversations.
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Sylvius the Mad
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Post by Sylvius the Mad on Sept 9, 2016 13:28:48 GMT
Subtitles.
Having the volume be dependent on distance from the character makes sense, but of that's the case I need the party members to keep up (and the pathfinding in DAI was horrendous, so that never happened).
Really, my ideal scenario would be to have no spontaneous banter at all, and instead limit all dialogue to actual conversations. I preferred that design.
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