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(音乐)
[Music]

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大家好，欢迎来到声音和图像实验室
hello and welcome to sound and image lab

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杜比学院播客这是
the dolby institute podcast this is a

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展示艺术家如何使用技术来
show about how artists use technology to

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讲述他们的故事，我是主持人
tell their stories and i'm your host

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格伦·凯瑟
glenn kaiser

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今天我们继续报道
today we're continuing our coverage of

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一些开创性的工作正在进行
some of the groundbreaking work being

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在电子游戏和阿莱斯特·哈里斯
done in video games and aleister harris

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和后面的音效团队坐下来
sits down with the sound team behind

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《对马岛之鬼》一个巨大的开放世界
ghost of tsushima a giant open world

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武士动作游戏设定在封建日本
samurai action game set in feudal japan

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该团队采取了艰苦的步骤来获得
the team took painstaking steps to get

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玩家的真实和身临其境
players as authentic and immersive and

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经验丰富，我相信
experienced as possible and i believe

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你会得到一个
you're going gonna come away with a

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对所有工作有了新的感激
newfound appreciation for all the work

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这就是构建声音的过程
that goes into constructing the sound

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对于这些庞大的史诗游戏来说
for these sprawling epic games like

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对马岛之魂
ghost of tsushima

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我真心希望你们喜欢这一集
i really hope you enjoy this episode and

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这门课还会讲到更多
we have more coming up over the course

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接下来的几周会有更多的剧集
of the next few weeks more episodes on

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我们的播客是关于游戏的
our podcast about games and so for now

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我要把它交给阿拉斯泰尔
i'm going to hand it over to alastair

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来自杜比游戏开发者关系
from dolby game developer relations

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(音乐)
[Music]

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嗨，我是阿利斯泰尔·赫斯特，资深选手
hi i'm alistair hurst the senior game

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开发商关系经理杜比
developer relations manager dolby

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今天我很高兴为大家带来
i'm very pleased today to be bringing

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你们是音效团队的成员
you some of the sound team who worked on

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我觉得《苏马岛之魂》这个游戏
ghosts of sushima a game that i think

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会成为经典和今天的我们有什么关系
will become a classic and today we have

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布拉德利·迈耶牧师博士，他是
the dr reverend bradley meyer who is the

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游戏的音频总监很差劲
audio director on the game apoorva

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Banzal高级程序员
banzal senior programmer

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亚当·利德贝特是一名监督员
adam lidbetter who is a supervising

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索尼产品的声音设计师
sound designer at sony product

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发展集团
development group

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安德鲁·巴雷什，高级音乐编辑
and andrew baresh senior music editor at

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所以这款游戏是索尼产品开发来的
sony product development so this game to

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对我来说，它似乎是一切
me it seems like everything

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一起制作这款游戏
came together on this game making games

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是很难，你不总是得到
is hard and you don't always get

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一切都对齐，但在这个游戏中
everything aligning but in this game

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你知道游戏设计，音频
you know the game design the audio the

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艺术，所有的东西似乎都排在一起
art all that stuff seem to line up and

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在这里创造真正的经典
create a real classic here

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美丽的世界很有趣
uh beautiful world interesting

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字符
characters

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布拉德，我很好奇多久了
and so uh i'm curious brad how long was

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这个游戏正在开发中
this game in development

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是的，我们从
yeah we started in uh

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我想2016年初是我们开始的时候
i think early 2016 is when we we began

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在前期制作中
pre-production on it um

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然后它就出来了
and uh so it came out in

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2020年7月，所以你知道
july of 2020 so it was you know about uh

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五年了，当我从
five years uh when i'm from from

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从开始到结束，是的，就是这样
beginning to end but yeah that was that

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是不是我们从a开始
was it um you know we start with a

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制作音频的团队非常小
really pretty small team uh the audio

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团队实际上只有我和一个
team was actually just myself and a

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声音实现者
sound implementer at that point um

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然后我们带来了
and then we brought

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关于资深音效设计师josh Lord
on a senior sound designer josh lord we

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雇佣了他
hired him

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大概六个月吧
uh maybe six months in

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然后我们依靠索尼
and uh and then we relied on sony uh

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产品开发组有很多
product development group for a lot of

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帮助安德鲁是队里的一员
help andrew was actually on the team

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从一开始也是，但是你
from the beginning as well but uh you

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就像我们在制定公式一样
know kind of as we were formulating

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作曲家的思想和音乐是如何产生的
composer ideas and and how the music

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会起作用，但这是非常
would work but it was it was a very

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一开始是小团队
small team at the beginning

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伟大的
great

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那你是怎么招募新成员的
so how did you onboard new members how

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你让他们上台让他们明白了吗
did you bring them on so they understood

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对游戏的憧憬和保持
the vision of the game and keep

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所有的对齐
everything aligned

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你知道，我的意思是绝对有
um you know i mean there's definitely a

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很多参考资料都是我们从
lot of reference that we pulled from uh

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从特别是从电影院你
from especially from from cinema you

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知道很多
know a lot of uh

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显然黑泽明的电影
obviously kurosawa films um

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小林
kobayashi

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我们也
we also

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看了13个刺客，这是
looked at 13 assassins which was a

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由takashi mikey um翻拍自
remake by takashi mikey um from the

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2000年代中期，那是另一个
mid-2000s and that was another one where

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嗯，你知道，只是看着你可以
uh you know just watching that you could

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我觉得它很接地气
kind of see that it's very grounded and

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那是那真的是很多
that was that was really a lot of what

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我们要找的就是那种
we were looking for was was kind of that

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你的脚踏实地的一面jimbo sanjiro RON
grounded aspect of yo jimbo sanjiro ron

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13个刺客，所以他们有点
13 assassins and so those were kind of a

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非常强的一点
really strong point uh kind of to get

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人们开始理解了
people kicked off and understanding the

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视力和其他东西，比如我
vision um and the other thing like i

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他说那里人不多
said is is there weren't a lot of people

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尽早完成项目，这样
working on the project early so that

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给了我们一些时间来玩
gave us some time to like kind of at

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至少建立一个声音调色板来帮忙
least build up a sound palette to help

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描述了我们的审美
kind of describe the aesthetic we were

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寻找，然后就变成了
looking for and then it was just a

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从那里开始打磨它
matter of polishing it from there

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很好，跟我多讲讲
great so yeah tell me a bit more about

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你做的前期制作
that pre-production did you do

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模型，你知道，张贴线性
mock-ups you know um posting linear

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你是怎么找到那个
stuff how did you you know find the

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游戏之声
sound of the game

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是的，我是说
yeah i mean

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我想这上面有很多东西
i think with a lot of things on this

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这个项目是从研究开始的
project it was it started with research

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实际上我们做了大量的
actually we did an immense amount of

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研究
research

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每个球队都这么做了，因为你知道
every single team did because you know

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我们真的需要了解整个
we're really having to learn this entire

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历史时期真的
historical time period it really

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碰巧它真的存在，而我们想要
happened it really existed and we wanted

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在创造性自由的时候
to while taking creative liberties were

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必要时，我们仍然想做的时间
necessary we still wanted to do the time

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期间和内容公正所以它
period and and the content justice so it

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这是从研究1开始的
really started with you know research i

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意思是研究什么样的盔甲能
mean researching what kind of armor did

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蒙古人穿的是煮过的皮革
mongols wear okay it was boiled leather

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你怎么做煮皮盔甲和
how do you make boiled leather armor and

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实际上是在做制作的实验
actually doing experiments of making

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水煮皮革盔甲的面板是什么样的
panels of boiled leather armor what kind

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武士的盔甲是
of armor did the samurai have it was

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更多的是纸质的，那么你是如何制作的
more paper-based so how do you make

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用纸做的坚固盔甲
strong armor out of paper and um

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你知道什么样的鞋能
you know what kind of of shoes did

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人们穿的是什么马和
people wear what about the horses and

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所以它是它只是一个常数
so it was it was just constant uh

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研究，然后就出去了
research and then just going out in the

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现场和记录
field and recording

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我们雇佣了
we employed uh our

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索尼日本工作室的团队
team at uh sony japan studio um

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我们和基塔关系很好
we had a great relationship with kita

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骚扰和tarasakisan，他们出借了
harassan and tarasakisan and they lent

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我们
us

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是他们团队中相当不错的一部分
a you know decent portion of their team

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要去录遍整个主
to go record throughout the the main

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日本的岛屿嗯去捕捉了很多
island of japan uh to capture a lot of

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我们的氛围
ambience for us

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嗯，所有这些事情真的有点
um and all these things really kind of

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帮助我们了解游戏是如何进行的
helped inform kind of how the game was

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发出声音
going to sound

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很好，在识别所有人方面
great uh and in terms of identifying all

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你的技术系统
the technical systems that you were

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要为这款游戏建造
going to have to build for this game

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因为很明显有很多
because obviously there were a lot of

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他们嗯
them um

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那是早期的还是刚刚的
was that early on or was that just as

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你在发现的过程中前进
you move through the process discovering

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缺失的东西是怎么做到的
things that were missing how did that

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过程中去
process go

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两者都有一点，但基本上都是
a little bit of both but it was mostly

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在早期，我的意思是你知道一些质数
early on i mean you know a couple prime

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我们知道我们想要的例子
examples were we knew we wanted to have

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一个非常深刻的音乐系统，所以你知道
a really deep music system so you know

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安德鲁，波尔巴和我我们开始了
andrew and porba and i we started

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早点谈话，试着弄清楚
talking early and trying to figure out

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有点像我们的边缘
kind of what the edges were where we

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我们想让你知道
were going to want to have you know

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音乐变化的独特音乐
unique music where music changes

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所以我们开始研究
and so we started working on

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用臭名昭著的第二太阳的系统
with the system from infamous second sun

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并以此为基础
and kind of building on that making it

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更灵活
more flexible um

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然后是另一个大例子
and then the other kind of big example

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那个可怜的人可能会说
of that that apoorva could probably talk

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更多的是我们的环境系统和你
about more is our ambient system and you

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知道这个事实
know just the fact that

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你知道我们当时是一个小团队
uh you know we were a really small team

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但是我们需要做
uh but we needed to make

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你知道的，一个巨大的游戏
uh you know a gigantic game and

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你知道，我认为比赛的规模
you know i think the size of the game

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跟什么比起来真是太大了
uh was was huge uh compared to what

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我们之前做过的，和
we've done before and compared to the

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团队的规模对我们来说真的
size of the team so for us it was really

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想办法解决这个问题
about figuring out ways that we could do

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聪明地做事，建立系统
things smartly and build systems that

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是可扩展的，所以我们没有
were scalable so that we weren't having

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你知道的
to spend you know

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我们多年的发展时间刚刚
years of our development time just

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00:07:14,080 --> 00:07:18,240
试图维护系统，但是
trying to maintain the systems but

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00:07:15,919 --> 00:07:19,440
而是数据可以驱动它们
rather that the data could drive them

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好酷
okay cool

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00:07:19,440 --> 00:07:25,280
我们来深入研究一下
um yeah let's dig into uh some of those

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00:07:22,000 --> 00:07:27,440
你建立的系统是个巨大的世界
systems you you built it's a huge world

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00:07:25,280 --> 00:07:29,599
我很好奇你是怎么做到的
i'm curious you know how did you scale

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00:07:27,440 --> 00:07:31,280
准备好你需要的一切
up everything that you needed for that

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00:07:29,599 --> 00:07:33,840
同时又不失灵活性
without losing flexibility and

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00:07:31,280 --> 00:07:35,599
通用性，你知道系统做了什么
generality you know what systems did you

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00:07:33,840 --> 00:07:38,000
为这款游戏构建
build for this game

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00:07:35,599 --> 00:07:41,680
所以我认为基石是什么
yeah so i think the cornerstone of what

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00:07:38,000 --> 00:07:43,039
我们建造的那个代表了
we built that kind of represents the

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00:07:41,680 --> 00:07:45,759
灵活性
flexibility

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00:07:43,039 --> 00:07:48,960
不失一般性和
without loss of general generality and

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00:07:45,759 --> 00:07:51,280
就像设计机构是环境音乐
like design agency was the ambient music

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00:07:48,960 --> 00:07:52,240
系统或环境音响系统
system or ambient sound system

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00:07:51,280 --> 00:07:54,560
和
and

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00:07:52,240 --> 00:07:56,800
它背后的想法是使用
the the idea behind it was to use

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00:07:54,560 --> 00:07:59,759
程序技术或程序
procedural technology or procedural

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00:07:56,800 --> 00:08:00,720
生成一些数据点和
generation with some data points and

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00:07:59,759 --> 00:08:02,000
也
also

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00:08:00,720 --> 00:08:04,479
驾驶
the driving

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00:08:02,000 --> 00:08:06,319
而决策内容即布拉德
and decision-making content that brad

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00:08:04,479 --> 00:08:07,759
和其他声音设计师
provides and the other sound designers

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00:08:06,319 --> 00:08:10,560
将填充
would populate

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00:08:07,759 --> 00:08:11,440
基本上在周围的区域
to basically in the area around the

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00:08:10,560 --> 00:08:13,360
球员
player

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00:08:11,440 --> 00:08:15,520
播放不同的声音，并始终做到这一点
play different sounds and always make it

216
00:08:13,360 --> 00:08:17,039
足够细致以至于任何区域
nuanced enough so such that any area

217
00:08:15,520 --> 00:08:19,520
听起来像
sounded like

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00:08:17,039 --> 00:08:22,919
它在这种环境中被浸透了
it was soaked in this kind of ambience

219
00:08:19,520 --> 00:08:22,919
环境景观
ambient landscape

220
00:08:37,440 --> 00:08:40,800
所以从来没有看起来从来没有
so it never it never seemed like the

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00:08:39,440 --> 00:08:42,320
玩家独自一人
player was alone

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00:08:40,800 --> 00:08:43,599
除非我们有意让他们这么做
unless we intentionally wanted them to

223
00:08:42,320 --> 00:08:44,800
感到孤独
feel alone

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00:08:43,599 --> 00:08:46,160
所以不管在哪里
so it didn't matter where in the

225
00:08:44,800 --> 00:08:48,080
即使在那里你也会去的环境
environment you would go even if there

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00:08:46,160 --> 00:08:49,760
你没有敌人或其他人吗
was no enemies or other people you

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00:08:48,080 --> 00:08:52,000
我一直都有个助手
always had this sidekick that was the

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00:08:49,760 --> 00:08:52,800
环境或环境本身
environment or the ambience itself and

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00:08:52,000 --> 00:08:54,800
所以
so

230
00:08:52,800 --> 00:08:56,640
氛围就像音频本身
the ambience like the audio itself did a

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00:08:54,800 --> 00:08:58,720
很好地利用了
really good job of playing off of what

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00:08:56,640 --> 00:09:00,959
视觉效果强化了这一点
the visuals were and reinforced that

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00:08:58,720 --> 00:09:03,120
有点忧郁的旅程
kind of melancholic kind of journey that

234
00:09:00,959 --> 00:09:05,040
Jyn在整个比赛中经历了很多
jyn has through the entire game a lot of

235
00:09:03,120 --> 00:09:06,720
归结起来就是
it comes down to

236
00:09:05,040 --> 00:09:10,000
制作一个简单的创作系统
making an authoring system that's easy

237
00:09:06,720 --> 00:09:11,680
足够让设计师使用或不使用
enough for designers to use and doesn't

238
00:09:10,000 --> 00:09:14,080
消除设计师机构认为
eliminate the designer agency that

239
00:09:11,680 --> 00:09:15,440
存在，所以我们使用excel表格
exists and so we use excel sheets

240
00:09:14,080 --> 00:09:16,720
开车
to drive

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00:09:15,440 --> 00:09:18,399
这是什么样的信息啊
what sort of information that was

242
00:09:16,720 --> 00:09:20,160
然后提供给系统
provided to the system and then the

243
00:09:18,399 --> 00:09:23,279
运行时使用了它和一些
runtime used that along with some

244
00:09:20,160 --> 00:09:24,959
统计学和概率方法
statistics and probabilistic methods to

245
00:09:23,279 --> 00:09:27,600
生成真正的声音
generate what sounds would actually be

246
00:09:24,959 --> 00:09:29,200
在运行时和这两个系统中播放
played at runtime and those two systems

247
00:09:27,600 --> 00:09:30,959
这些都是创作流程
together the kind of that authoring flow

248
00:09:29,200 --> 00:09:33,279
与系统结合在一起
with the system together

249
00:09:30,959 --> 00:09:35,839
发出你听到的声音
produce the the sounds that you hear

250
00:09:33,279 --> 00:09:37,440
这些是针对不同的生物群系
and these were for the different biomes

251
00:09:35,839 --> 00:09:39,680
你你移动是因为
that you you move because there's

252
00:09:37,440 --> 00:09:42,720
种类繁多，是的
tremendous variety in there yeah

253
00:09:39,680 --> 00:09:43,519
当然，我们得到了各种各样的食物
absolutely so uh the variety that we got

254
00:09:42,720 --> 00:09:45,360
是
was

255
00:09:43,519 --> 00:09:46,880
就像你说的那样
uh as you as you suggested on these

256
00:09:45,360 --> 00:09:49,040
不同的生物群系，所以我们实际上
different biomes and so we actually

257
00:09:46,880 --> 00:09:50,880
编写一个单独的excel电子表格
authored an individual excel spreadsheet

258
00:09:49,040 --> 00:09:52,880
对于每一个生物群系
for each biome and each

259
00:09:50,880 --> 00:09:54,480
电子表格中
spreadsheet contained

260
00:09:52,880 --> 00:09:57,480
你知道所有可能发生的事
you know a list of all the possible

261
00:09:54,480 --> 00:09:57,480
听起来
sounds

262
00:10:07,440 --> 00:10:11,920
在每个声音中，它实际上就像
and within each sound it's actually like

263
00:10:09,440 --> 00:10:14,079
一个我们实际拥有的群体
a group or grouping we actually have

264
00:10:11,920 --> 00:10:16,160
个人嗯
individual um

265
00:10:14,079 --> 00:10:17,680
这些声音本身的多样性
variety for those sounds itself so a

266
00:10:16,160 --> 00:10:18,720
伯德可能有5到10个
bird may actually have five to ten

267
00:10:17,680 --> 00:10:20,720
不同的
different

268
00:10:18,720 --> 00:10:23,040
可能会播放的片段
uh clips that might play

269
00:10:20,720 --> 00:10:26,240
但是表面上看，这背后的逻辑
but uh ostensibly the logic behind it

270
00:10:23,040 --> 00:10:27,680
驱动它的是一样的
that's driving it uh is the same um and

271
00:10:26,240 --> 00:10:29,839
我们随机选择了
so we just randomized the selection of

272
00:10:27,680 --> 00:10:31,760
这些是在运行时，这样你
those at runtime and so that way you

273
00:10:29,839 --> 00:10:32,560
你不会口腔疲劳的
don't you don't get this oral fatigue

274
00:10:31,760 --> 00:10:34,160
那。
that

275
00:10:32,560 --> 00:10:35,279
我们本来是相遇和善良的
we originally were encountering and kind

276
00:10:34,160 --> 00:10:36,320
注意到的
of noticing

277
00:10:35,279 --> 00:10:37,839
嗯
um

278
00:10:36,320 --> 00:10:39,760
但你也让它足够简单
but you also make it simple enough so

279
00:10:37,839 --> 00:10:41,519
设计师不一定要喜欢
that the designer doesn't have to like

280
00:10:39,760 --> 00:10:42,959
指定每一行或
specify each and every single line or

281
00:10:41,519 --> 00:10:45,920
每一个声音，什么时候该发出
every single sound and when it should

282
00:10:42,959 --> 00:10:47,680
玩，所以它抽象出你绝对
play so it abstracts out you definitely

283
00:10:45,920 --> 00:10:49,440
失去一些控制，但是
lose some of that control but the

284
00:10:47,680 --> 00:10:51,519
系统的灵活性使得它如此
flexibility of the system makes it such

285
00:10:49,440 --> 00:10:54,480
你不会错过的，你不会错过的
that you don't miss it you don't miss

286
00:10:51,519 --> 00:10:56,560
失去了灵活性
that losing that flexibility right right

287
00:10:54,480 --> 00:10:58,160
那像这样糟糕的事情呢
how about things like um that can suck

288
00:10:56,560 --> 00:11:00,560
很多时候你知道，比如
up a lot of time you know things like

289
00:10:58,160 --> 00:11:02,320
人物身上的脚印或福利
footsteps or foley on the characters

290
00:11:00,560 --> 00:11:04,320
诸如此类的东西你有什么
things like that did you have anything

291
00:11:02,320 --> 00:11:06,720
这样就加快了速度
for that that sort of sped things up

292
00:11:04,320 --> 00:11:08,560
是的，我的意思是有一种混合
yeah i mean there's kind of a mix uh

293
00:11:06,720 --> 00:11:11,120
很多现有的技术
a lot of the existing technology that we

294
00:11:08,560 --> 00:11:12,560
已经很好地融合了吗
had uh integrated well enough with with

295
00:11:11,120 --> 00:11:14,000
音频
audio

296
00:11:12,560 --> 00:11:15,360
我们做了一些事情
there were some things that we did with

297
00:11:14,000 --> 00:11:17,040
的脚步,
footsteps where

298
00:11:15,360 --> 00:11:19,120
实际上是我们的一些技术艺术家
uh some of our tech artists actually

299
00:11:17,040 --> 00:11:20,959
一般创建一个允许的工具
generally created a tool that allowed

300
00:11:19,120 --> 00:11:23,440
动画器自动标记的位置
animators to automatically tag where

301
00:11:20,959 --> 00:11:25,519
脚步声开始了，又结束了
footsteps began and ended or a foot

302
00:11:23,440 --> 00:11:27,200
锁定确实发生了
locking actually happened and so that

303
00:11:25,519 --> 00:11:28,399
这样我们就知道了脚步声的时间
way we had the timing of the footstep

304
00:11:27,200 --> 00:11:31,440
下来
down

305
00:11:28,399 --> 00:11:33,200
不是所有的动画，但是很多
for not all animations but many of them

306
00:11:31,440 --> 00:11:35,040
具有发出声音的灵活性
with the flexibility that a sound

307
00:11:33,200 --> 00:11:36,480
设计师可以进入动画，然后
designer could go into the animation and

308
00:11:35,040 --> 00:11:38,480
改变的时候
change when

309
00:11:36,480 --> 00:11:40,560
那扇窗是什么，意味着什么
what that window was and what that meant

310
00:11:38,480 --> 00:11:42,000
它是否减少了很多开销
was it eliminated a lot of the overhead

311
00:11:40,560 --> 00:11:43,440
一个人必须离开
of having an individual having to go

312
00:11:42,000 --> 00:11:45,440
放入这些文件，并标记每一个
into those files and tag every

313
00:11:43,440 --> 00:11:46,399
单独一个，因为动画师
individual one because an animator just

314
00:11:45,440 --> 00:11:48,880
在他们做的时候做
doing it while they're doing their

315
00:11:46,399 --> 00:11:51,760
正常的动画工作是可以的
normal animation work was able to

316
00:11:48,880 --> 00:11:54,160
把它作为流程的一部分
kind of add that as part of their flow

317
00:11:51,760 --> 00:11:56,240
所以即使没有
and so immediately even without

318
00:11:54,160 --> 00:11:57,920
一个声音设计师进去了
a sound designer going in and kind of

319
00:11:56,240 --> 00:12:00,959
将窗口更改为确切的
changing the windows to be exactly what

320
00:11:57,920 --> 00:12:03,360
他们想让你听到最初的声音
they wanted you had the initial sound of

321
00:12:00,959 --> 00:12:05,279
脚步声响起，然后是奔跑
uh footsteps happening and then at run

322
00:12:03,360 --> 00:12:07,360
我们还有时间
time we have

323
00:12:05,279 --> 00:12:09,040
基本上是动态的
basically dynamic um

324
00:12:07,360 --> 00:12:11,120
一个动态的理解有多重
a dynamic understanding of how heavy a

325
00:12:09,040 --> 00:12:14,399
可能是脚步声，等等
footstep might be and so all that

326
00:12:11,120 --> 00:12:16,399
信息加上uh的类型
information combined with the type of uh

327
00:12:14,399 --> 00:12:17,600
玩家所处的动作或动画
action or animation that the player is

328
00:12:16,399 --> 00:12:19,680
目前做
currently doing

329
00:12:17,600 --> 00:12:21,839
进入音响系统
goes into the sound system and

330
00:12:19,680 --> 00:12:23,440
在这种情况下Brad或者是音效设计师
brad in this case or the sound designers

331
00:12:21,839 --> 00:12:26,560
在这种情况下
in this case have

332
00:12:23,440 --> 00:12:29,200
这并不复杂，但是
um this kind of not complicated but like

333
00:12:26,560 --> 00:12:31,440
一个关于做什么的健壮而详细的矩阵
a robust and detailed matrix of what to

334
00:12:29,200 --> 00:12:32,880
玩的时候就这样跟所有的人在一起了
play at that time and so with all the

335
00:12:31,440 --> 00:12:34,000
提供的信息
information that's provided from the

336
00:12:32,880 --> 00:12:36,240
引擎
engine to

337
00:12:34,000 --> 00:12:39,120
到声音引擎，我们可以得到这个
to the sound engine we can we get this

338
00:12:36,240 --> 00:12:40,800
多样性和这种丰富的背景
variety and this rich kind of context

339
00:12:39,120 --> 00:12:42,959
还有另一件事
and and then actually the other thing

340
00:12:40,800 --> 00:12:45,120
值得注意的是，它刚刚开始
worth noting there is it started just

341
00:12:42,959 --> 00:12:47,760
对于脚步和只是
for footsteps and and just

342
00:12:45,120 --> 00:12:48,720
我的意思是节省了几个月
doing that i mean saved months and

343
00:12:47,760 --> 00:12:50,959
个月的
months of

344
00:12:48,720 --> 00:12:52,880
实现者的时间到了
time for an implementer

345
00:12:50,959 --> 00:12:55,360
然后我们就可以利用这一点
and then we were able to leverage that

346
00:12:52,880 --> 00:12:57,440
同样的系统也可以处理所有的
same system to also handle all of the

347
00:12:55,360 --> 00:12:59,839
福利，你知道的，就是衣服
the foley and you know just clothing

348
00:12:57,440 --> 00:13:01,839
运动也是为了运动，所以我们
movement for locomotion as well so we

349
00:12:59,839 --> 00:13:03,519
基本上可以卸载
basically were able to offload

350
00:13:01,839 --> 00:13:06,240
我的意思是，你知道可能会发生什么
i mean you know probably what would have

351
00:13:03,519 --> 00:13:09,120
60%到70%的
been 60 to 70 percent of all of our

352
00:13:06,240 --> 00:13:11,440
所有运动的动画标记
animation tagging of all the locomotion

353
00:13:09,120 --> 00:13:13,279
只要让动画师标记在哪里
just by having the animators tag where

354
00:13:11,440 --> 00:13:15,279
脚需要锁定地形
the feet needed to lock onto terrains

355
00:13:13,279 --> 00:13:16,800
不管怎样，很有帮助，尤其是
anyway yeah helpful especially yeah with

356
00:13:15,279 --> 00:13:18,480
你可以穿各种不同的衣服
all the different outfits you can put on

357
00:13:16,800 --> 00:13:20,560
诸如此类的事情，所以必须交换
and things like that so having to swap

358
00:13:18,480 --> 00:13:22,560
所有的福利，呃
all that foley out um how about the

359
00:13:20,560 --> 00:13:24,560
战斗动画有时可以
combat animations those can sometimes

360
00:13:22,560 --> 00:13:26,800
也会占用很多时间
take up a lot of time too

361
00:13:24,560 --> 00:13:31,040
是的，那就是我们最后做的
yeah that was uh what we ended up doing

362
00:13:26,800 --> 00:13:33,360
为战斗而战的是程序员
for combat is a programmer

363
00:13:31,040 --> 00:13:35,920
给了我们一个脚本
gave us a script

364
00:13:33,360 --> 00:13:37,920
我们在整个项目中都保持着
that we maintain through the project and

365
00:13:35,920 --> 00:13:40,399
那真的很棒，因为
that was really great because

366
00:13:37,920 --> 00:13:42,959
基本上剧本是在看
basically the script was looking at the

367
00:13:40,399 --> 00:13:44,880
预测每场战斗的结果
predicted outcomes of every combat

368
00:13:42,959 --> 00:13:47,839
互动，什么时候
interaction so when

369
00:13:44,880 --> 00:13:49,519
你会被谁和
you were going to get blocked by who and

370
00:13:47,839 --> 00:13:52,720
什么武器，当你要打
what weapon when you were going to hit

371
00:13:49,519 --> 00:13:54,320
他们和什么武器等等
them and how what weapon etc and so

372
00:13:52,720 --> 00:13:56,720
而不是我们去标记每一个
rather than us having to tag every

373
00:13:54,320 --> 00:13:58,720
动画我们只是维持
animation we just kind of maintain the

374
00:13:56,720 --> 00:14:00,800
脚本允许我们直接走
script that allowed us to just go

375
00:13:58,720 --> 00:14:03,279
穿过，好吧，这是这是
through and okay well here's here's the

376
00:14:00,800 --> 00:14:04,399
阻挡武士刀，如果武士刀
block for the katana and if the katana

377
00:14:03,279 --> 00:14:06,480
是打
is hitting

378
00:14:04,399 --> 00:14:08,560
这个家伙，我们想放这个声音
uh this guy we want this sound to play

379
00:14:06,480 --> 00:14:10,560
如果他是向上一击
if he's hitting him in an upward strike

380
00:14:08,560 --> 00:14:12,880
相对于向下打击，我们想要这些
versus a downward strike we want these

381
00:14:10,560 --> 00:14:15,600
如果他被屏蔽了就放这声音
sounds to play if he's getting blocked

382
00:14:12,880 --> 00:14:17,760
用带尖刺的盾牌或是厚重的盾牌
by a spiked shield or a heavy shield we

383
00:14:15,600 --> 00:14:20,079
想要播放这些声音，所以是这样的
want these sounds to play so it was this

384
00:14:17,760 --> 00:14:22,560
对我们来说是一个很好的集中地
really great centralized place for us to

385
00:14:20,079 --> 00:14:24,880
能够把所有的数据都放进去
be able to put all the data in for all

386
00:14:22,560 --> 00:14:27,199
战斗互动，而不是拥有
combat interactions rather than having

387
00:14:24,880 --> 00:14:31,839
进入每一个动画擦洗
to go into every single animation scrub

388
00:14:27,199 --> 00:14:31,839
通过删除事件
through drop the uh drop the events

389
00:14:47,600 --> 00:14:50,560
另一件很棒的事是
and the other really great thing about

390
00:14:49,040 --> 00:14:52,720
这是因为它具有预测性
this is because it was a predictive

391
00:14:50,560 --> 00:14:54,959
我们能够启动的系统
system we were actually able to start

392
00:14:52,720 --> 00:14:57,199
我们的音效稍微早了一点
our sound effects just a hair early i

393
00:14:54,959 --> 00:14:59,839
我想我们可以抵消它
think we we could offset it i think we

394
00:14:57,199 --> 00:15:02,639
偏移了60毫秒
offseted it by 60 milliseconds and so

395
00:14:59,839 --> 00:15:04,399
这让我们不仅要给予
that actually gave us not only to give

396
00:15:02,639 --> 00:15:06,240
我们在我们的
us a little bit of a of a head in our

397
00:15:04,399 --> 00:15:08,800
我们可以设计音效，但是
sound effects that we could design but

398
00:15:06,240 --> 00:15:11,519
这也让战斗感更加强烈
it also just made the combat feel

399
00:15:08,800 --> 00:15:15,199
更活泼，因为声音是
snappier because the sound was was just

400
00:15:11,519 --> 00:15:17,600
难以辨认的数量
the indecipherable amounts uh

401
00:15:15,199 --> 00:15:19,440
比实际早
earlier than than the actual

402
00:15:17,600 --> 00:15:21,120
行动本身
action itself

403
00:15:19,440 --> 00:15:23,760
嗯很有趣
huh interesting

404
00:15:21,120 --> 00:15:24,720
我们来谈谈音乐吧
um let's turn to music uh for a bit here

405
00:15:23,760 --> 00:15:26,959
嗯
um

406
00:15:24,720 --> 00:15:28,959
好分数听起来真的很合适
great score sounds really great uh fits

407
00:15:26,959 --> 00:15:31,440
然后告诉我你知道的
in there well and tell me about you know

408
00:15:28,959 --> 00:15:33,600
你是怎么找到你的作曲家的
how you found your composers and uh how

409
00:15:31,440 --> 00:15:35,839
这个过程很有效
that process worked uh yeah well we

410
00:15:33,600 --> 00:15:38,480
像brad一样开始我们的作曲家搜索
started our composer search like brad

411
00:15:35,839 --> 00:15:40,880
很早就说过了
said pretty early on and

412
00:15:38,480 --> 00:15:42,399
我们一开始是在找
uh we were looking initially i mean

413
00:15:40,880 --> 00:15:43,600
显然是为了找到合适的作曲家
obviously for the right composer for the

414
00:15:42,399 --> 00:15:45,839
项目但
project but

415
00:15:43,600 --> 00:15:47,680
最理想的是找一个有
ideally looking for somebody who had

416
00:15:45,839 --> 00:15:49,920
日本音乐的背景
this background in japanese music or

417
00:15:47,680 --> 00:15:52,160
我在拍有日本人的电影
working on films that had this japanese

418
00:15:49,920 --> 00:15:55,040
审美，这就引出了我们的两个
aesthetic so that led us to our two

419
00:15:52,160 --> 00:15:56,560
作曲家umabayashi和Alan
composers shigeru umabayashi and alan

420
00:15:55,040 --> 00:15:58,320
ishkari
ishkari

421
00:15:56,560 --> 00:16:00,000
我们让他们开始了
and we got them started

422
00:15:58,320 --> 00:16:01,120
我不知道，也许几年前吧
i don't know maybe a couple years before

423
00:16:00,000 --> 00:16:03,120
我们发货
we shipped

424
00:16:01,120 --> 00:16:04,639
为游戏写音乐只是放而已
writing music for the game just putting

425
00:16:03,120 --> 00:16:06,800
一起吃一些糖果
some sweets together

426
00:16:04,639 --> 00:16:08,079
我只是想好好了解一下
and just getting a good idea of the the

427
00:16:06,800 --> 00:16:10,079
游戏的声音将如何发展
sound of the game how it's going to

428
00:16:08,079 --> 00:16:12,000
当你在岛上探险的时候
sound when you're exploring the island

429
00:16:10,079 --> 00:16:12,880
在战斗中听起来会是什么样子
what it's going to sound like in combat

430
00:16:12,000 --> 00:16:15,199
你知道
you know

431
00:16:12,880 --> 00:16:16,800
日本人有多少审美
how much of the japanese the aesthetic

432
00:16:15,199 --> 00:16:20,680
我们需要在那里工作吗
do we need to work in there versus the

433
00:16:16,800 --> 00:16:20,680
好莱坞配乐美学
hollywood score aesthetic

434
00:16:24,210 --> 00:16:28,479
(音乐)
[Music]

435
00:16:35,600 --> 00:16:39,680
你知道游戏的最终结果
you know the final result in the game

436
00:16:37,600 --> 00:16:42,000
很明显，如果你扮演鬼魂
obviously if you played ghost of

437
00:16:39,680 --> 00:16:43,920
对马岛是一个非常大的
tsushima you know it's a very large

438
00:16:42,000 --> 00:16:45,519
开放世界游戏的玩家有很多
open world game the player has a lot of

439
00:16:43,920 --> 00:16:47,040
做自由代理
free agency to do

440
00:16:45,519 --> 00:16:49,120
他们想做什么就做什么
whatever they'd like whenever they'd

441
00:16:47,040 --> 00:16:51,440
就像他们喜欢某些人一样
like however they'd like some people

442
00:16:49,120 --> 00:16:52,880
可能会潜入敌人的营地
might sneak into an enemy encampment

443
00:16:51,440 --> 00:16:54,240
其他人可能会
other people might

444
00:16:52,880 --> 00:16:56,639
从前门跑过去
run right through the front door

445
00:16:54,240 --> 00:16:58,240
挥舞的剑只是提醒大家
swinging swords just alerting everybody

446
00:16:56,639 --> 00:17:00,000
所以我们需要把音乐
and so we need to take that music that

447
00:16:58,240 --> 00:17:02,160
我们记录
we recorded

448
00:17:00,000 --> 00:17:04,720
让它适当地缩放到
and get it to scale appropriately to

449
00:17:02,160 --> 00:17:06,799
不管玩家是怎么玩游戏的
however a player is playing the game

450
00:17:04,720 --> 00:17:08,959
为了做到这一点，我们建立了一个系统
and to do that we put a system together

451
00:17:06,799 --> 00:17:11,280
叫做音乐邂逅系统和
called the music encounter system and

452
00:17:08,959 --> 00:17:12,319
本质上，这是一个以州为基础的系统
essentially it's a state-based system

453
00:17:11,280 --> 00:17:14,319
它有很多不同的
that has a bunch of different

454
00:17:12,319 --> 00:17:16,480
音乐的强度，我们
intensities of music within it and we're

455
00:17:14,319 --> 00:17:18,559
看看游戏中的一些标准
looking at some criteria from the game

456
00:17:16,480 --> 00:17:20,880
也就是之间的距离
namely the distance between

457
00:17:18,559 --> 00:17:23,120
玩家和任何附近的敌人
the player and any uh nearby enemies and

458
00:17:20,880 --> 00:17:25,280
这些敌人的意识状态
the awareness states of those enemies

459
00:17:23,120 --> 00:17:27,039
所以当你越来越接近的时候
and so as you're getting closer or

460
00:17:25,280 --> 00:17:28,960
远离那些敌人
further from those enemies and as

461
00:17:27,039 --> 00:17:31,280
它们不是变多了就是变少了
they're becoming either more or less

462
00:17:28,960 --> 00:17:34,000
我知道你是我们的目标
aware of you the player we're scaling

463
00:17:31,280 --> 00:17:35,919
那音乐上下起伏，从
that music up and down uh starting with

464
00:17:34,000 --> 00:17:37,360
你知道光探索者的音乐可能
you know light explorer music that might

465
00:17:35,919 --> 00:17:39,280
玩，如果你只是
play if you're just

466
00:17:37,360 --> 00:17:42,080
在岛上闲逛，你知道的
wandering around the island you know

467
00:17:39,280 --> 00:17:43,520
体验寿司之美
experiencing the beauty of sushima uh

468
00:17:42,080 --> 00:17:45,360
然后可能会越来越多
and then it might get more and more

469
00:17:43,520 --> 00:17:47,280
你越靠近就越紧张
tense and intense as you get closer to

470
00:17:45,360 --> 00:17:48,080
敌人的营地，然后与之交战
an enemy encampment and then engage with

471
00:17:47,280 --> 00:17:50,880
那些
those

472
00:17:48,080 --> 00:17:52,240
战斗中的敌人很有趣
uh enemies in combat interesting

473
00:17:50,880 --> 00:17:54,240
所以
so

474
00:17:52,240 --> 00:17:56,640
这对系统来说是个挑战
often that a challenge with systems like

475
00:17:54,240 --> 00:17:58,480
这是两者之间的过渡
that is the transitioning between the

476
00:17:56,640 --> 00:18:00,960
用不同的音乐来制作
various sections of music to make it

477
00:17:58,480 --> 00:18:02,880
听起来很自然，就像在游戏中一样
sound natural which it does in the game

478
00:18:00,960 --> 00:18:05,200
你是怎么做到的
how did you how do you approach that

479
00:18:02,880 --> 00:18:06,960
挑战，你知道的
challenge yeah well that's you know

480
00:18:05,200 --> 00:18:09,200
这是这是很大一部分
that's that's sort of a big part of the

481
00:18:06,960 --> 00:18:11,200
处理得当，我们得到了不同
process right we get the the different

482
00:18:09,200 --> 00:18:13,760
强度降低了，但是我们怎么
intensities down but then yeah how do we

483
00:18:11,200 --> 00:18:16,160
顺利地在他们之间穿梭，然后我们花钱
get between those smoothly and we spend

484
00:18:13,760 --> 00:18:17,679
我们的编辑花了很多时间
a lot of time or our editors really

485
00:18:16,160 --> 00:18:19,039
多花时间
spend a lot of time

486
00:18:17,679 --> 00:18:20,960
挖掘材料，那是
digging through the material that was

487
00:18:19,039 --> 00:18:22,080
记录
recorded

488
00:18:20,960 --> 00:18:23,760
对于这些
for these

489
00:18:22,080 --> 00:18:25,679
遇到系统提示
encounter system cues

490
00:18:23,760 --> 00:18:28,720
把它们放在一起
and putting together

491
00:18:25,679 --> 00:18:31,120
成百上千种不同的
hundreds maybe thousands of different uh

492
00:18:28,720 --> 00:18:33,120
过渡片段会让我们从
transition pieces that'll get us from

493
00:18:31,120 --> 00:18:35,200
每个强度对应另一个强度
each intensity to the other intensity

494
00:18:33,120 --> 00:18:36,720
就像所有不同的组合
like all all the different combinations

495
00:18:35,200 --> 00:18:39,720
强度可以回到
of intensities that can go back and

496
00:18:36,720 --> 00:18:39,720
出来
forth

497
00:18:49,039 --> 00:18:53,880
啊
aah

498
00:18:50,800 --> 00:18:53,880
(音乐)
[Music]

499
00:18:59,360 --> 00:19:04,160
所以我们花了很多时间，真的
so we we put in a lot of time uh really

500
00:19:02,559 --> 00:19:07,039
我只是想确认一下有没有扣好扣子
just making sure that that's buttoned up

501
00:19:04,160 --> 00:19:09,440
很紧，我想在比赛结束前
tight and i'd say by the end of the game

502
00:19:07,039 --> 00:19:11,360
天啊，在我们明智的计划中，我认为这是
gosh in our wise project i think it's

503
00:19:09,440 --> 00:19:12,880
差不多有2000种不同
something close to 2000 different

504
00:19:11,360 --> 00:19:14,880
转换规则
transition rules

505
00:19:12,880 --> 00:19:16,559
决定我们如何从一块碎片中得到
uh determining how we get from one piece

506
00:19:14,880 --> 00:19:18,400
把音乐传给另一个人只是为了使它成为
of music to another just to make it as

507
00:19:16,559 --> 00:19:21,120
尽可能平滑
smooth as possible

508
00:19:18,400 --> 00:19:23,600
哇巨大
wow huge

509
00:19:21,120 --> 00:19:26,080
用
and in terms of um

510
00:19:23,600 --> 00:19:27,760
确保音乐是合适的
making sure that the music's appropriate

511
00:19:26,080 --> 00:19:29,600
一直有多少种不同的
all the time how many different types of

512
00:19:27,760 --> 00:19:31,760
你有没有混合，你有没有混合
mixes did you have did you did you mix

513
00:19:29,600 --> 00:19:33,440
你是怎么得到音乐的
from stems or how did you get the music

514
00:19:31,760 --> 00:19:36,160
让作曲家把它写进去
for the composer to get it into that

515
00:19:33,440 --> 00:19:37,919
所以它是如此的合适
form so it was fitting so well

516
00:19:36,160 --> 00:19:40,000
我们从作曲者那里得到样带
so we get a demo back from the composer

517
00:19:37,919 --> 00:19:41,600
我们与作曲家合作
we work with the composers on their

518
00:19:40,000 --> 00:19:43,440
作业的大部分
assignments either for a bigger part of

519
00:19:41,600 --> 00:19:45,840
游戏或为一种
the game or for a

520
00:19:43,440 --> 00:19:47,840
我们的音乐邂逅系统
system for our music encounter system uh

521
00:19:45,840 --> 00:19:50,720
我们把它送到它该去的地方
we get it to where it has

522
00:19:47,840 --> 00:19:52,880
我们觉得我们需要融入
what we feel we need to to fit in the

523
00:19:50,720 --> 00:19:54,960
我们要做的那个特定部分的游戏
game for that particular part we'll take

524
00:19:52,880 --> 00:19:56,320
我们会去录那个小样
that demo we'll go and record it

525
00:19:54,960 --> 00:19:58,640
可能是一堆不同的录音
probably a bunch of different recording

526
00:19:56,320 --> 00:20:01,760
也就是管弦乐，但是我们会
sessions namely orchestral but we'll

527
00:19:58,640 --> 00:20:04,240
我也做了很多独奏录音
also do a lot of uh soloist recording as

528
00:20:01,760 --> 00:20:06,400
给我们提供我们需要的材料
well to give us uh the material that we

529
00:20:04,240 --> 00:20:09,120
编辑方面的需求
need on the editorial side

530
00:20:06,400 --> 00:20:11,360
然后在专业工具中混合
that's then mixed in pro tools

531
00:20:09,120 --> 00:20:13,600
这些混合器非常庞大且笨重
those mixes are very large and unwieldy

532
00:20:11,360 --> 00:20:15,679
所以我们的工程团队对其进行了削减
so our engineering team whittles that

533
00:20:13,600 --> 00:20:17,360
变成更少的茎，但是
down into a smaller number of stems but

534
00:20:15,679 --> 00:20:21,200
仍然可能
still probably

535
00:20:17,360 --> 00:20:23,039
编辑可能会用到的20到40个词干
20 to 40 stems that an editor might use

536
00:20:21,200 --> 00:20:24,559
然后我们开始演奏
and then we go through we start playing

537
00:20:23,039 --> 00:20:26,320
这个游戏
the game

538
00:20:24,559 --> 00:20:27,919
我们知道我们需要这种音乐
we know we need this type of music here

539
00:20:26,320 --> 00:20:29,840
这种类型的编辑可能没有
this type of edit there maybe no

540
00:20:27,919 --> 00:20:31,679
这个版本可能只有打击乐
percussion in this version maybe only

541
00:20:29,840 --> 00:20:34,000
这里面有日本乐器
the japanese instrumentation in this

542
00:20:31,679 --> 00:20:35,600
版本和分配工作订单给
version and assign work orders out to

543
00:20:34,000 --> 00:20:37,520
我们的编辑团队
our team of editors

544
00:20:35,600 --> 00:20:40,640
然后他们就开始
and they just start you know going

545
00:20:37,520 --> 00:20:42,159
在专业工具的基础上
through on a stem level uh in pro tools

546
00:20:40,640 --> 00:20:44,720
给我们弄点东西
just getting us the little bits and

547
00:20:42,159 --> 00:20:46,240
我们需要为这些音乐谱曲
pieces of music that we need uh to score

548
00:20:44,720 --> 00:20:48,880
剩下的比赛
the the rest of the game

549
00:20:46,240 --> 00:20:50,720
所以让我们深入研究一些具体的声音
so let's dig into some specific sounds

550
00:20:48,880 --> 00:20:52,640
系统。
and systems um

551
00:20:50,720 --> 00:20:55,039
我想是其中之一
i think one of the

552
00:20:52,640 --> 00:20:56,720
这款游戏的机制非常棒
the really great mechanics in this game

553
00:20:55,039 --> 00:21:00,240
你知道这是一个巨大的开放世界吗
is that you know it's a huge open world

554
00:20:56,720 --> 00:21:01,600
游戏，但你需要知道去哪里
game but you need to know where to go as

555
00:21:00,240 --> 00:21:04,159
你从一个任务到另一个任务
you go from mission to mission and

556
00:21:01,600 --> 00:21:06,640
有一个引导风
there's that guiding wind thing where

557
00:21:04,159 --> 00:21:08,480
你知道你可以顺着方向
you know you can follow the direction of

558
00:21:06,640 --> 00:21:10,400
风和树叶都在吹
the wind and the leaves are blowing a

559
00:21:08,480 --> 00:21:12,000
如果你需要，你可以确定方向
certain direction if you need to you can

560
00:21:10,400 --> 00:21:13,679
打开你的控制器
you know flick up on your controller on

561
00:21:12,000 --> 00:21:16,000
垫在那里，你会你会得到
the pad there and you'll you'll get the

562
00:21:13,679 --> 00:21:18,720
听起来有点失控，我只是好奇
sound out of controller i'm just curious

563
00:21:16,000 --> 00:21:20,000
你知道这是控制器的使用
um you know that was a use of controller

564
00:21:18,720 --> 00:21:21,919
演讲者
speakers

565
00:21:20,000 --> 00:21:24,320
你是怎么想到这个的
how did you come up with that

566
00:21:21,919 --> 00:21:26,720
是的，我是说引导风是
yeah i mean the the guiding wind was

567
00:21:24,320 --> 00:21:28,559
有趣的是，就像你说的
interesting because i mean like you said

568
00:21:26,720 --> 00:21:31,520
这是一个非常独特的机制
it's such a unique mechanic and it's

569
00:21:28,559 --> 00:21:34,559
很适合做导航和
great to make things like navigation and

570
00:21:31,520 --> 00:21:37,120
寻径对我们来说更具有叙事性
path finding more diegetic um for us it

571
00:21:34,559 --> 00:21:39,360
是一个巨大的挑战，因为
was a huge challenge because

572
00:21:37,120 --> 00:21:40,960
风是游戏的重要组成部分
wind was a really big part of the game

573
00:21:39,360 --> 00:21:43,760
在很多方面都有
in so many ways there was the

574
00:21:40,960 --> 00:21:46,000
你知道的环境风
environmental wind which you know the

575
00:21:43,760 --> 00:21:47,919
风总是在游戏中吹
wind was always blowing in the game so

576
00:21:46,000 --> 00:21:50,400
总是有运动，因为
there was always movement because that

577
00:21:47,919 --> 00:21:51,840
真的是艺术的核心方向吗
was really a core direction from art

578
00:21:50,400 --> 00:21:53,520
方向和创意方向
direction and creative directions that

579
00:21:51,840 --> 00:21:56,320
这个世界必须永远活着
the world must be alive and always

580
00:21:53,520 --> 00:21:58,559
移动，所以我们不得不面对
moving so we had to kind of contend with

581
00:21:56,320 --> 00:22:01,600
周围的风，然后我们有
the kind of ambient wind and then we had

582
00:21:58,559 --> 00:22:03,679
这额外的风有点
this additional wind that was kind of

583
00:22:01,600 --> 00:22:07,679
处理导航，很明显
handling the navigation so obviously

584
00:22:03,679 --> 00:22:10,840
对游戏玩法至关重要
super critical to to gameplay um

585
00:22:07,679 --> 00:22:13,360
所以我们设计了一个系统
so we designed a system that was uh

586
00:22:10,840 --> 00:22:15,600
有三种声音可以传播
three sounds that kind of traveled along

587
00:22:13,360 --> 00:22:17,679
样条在你的方向
splines like in the direction of your

588
00:22:15,600 --> 00:22:20,960
客观的，它们都是
objective and they were each

589
00:22:17,679 --> 00:22:23,440
独立意识的那种
independently aware of the kind of the

590
00:22:20,960 --> 00:22:24,960
他们正在旅行的亚生物群
sub biome that they were traveling

591
00:22:23,440 --> 00:22:28,640
任何时候都可以通过，这样我们就可以
through at any time so we could get

592
00:22:24,960 --> 00:22:30,799
这些独特的阵风是基于
these really unique wind gusts based on

593
00:22:28,640 --> 00:22:34,000
他们所经过的地方
on what they were traveling through

594
00:22:30,799 --> 00:22:35,840
这是原版的内容
um and that was on the original version

595
00:22:34,000 --> 00:22:38,799
那是鬼
of ghost that was

596
00:22:35,840 --> 00:22:40,159
为数不多的几个我发不出来的音之一
one of very very few sounds i can't

597
00:22:38,799 --> 00:22:41,679
我也没想过别的，但它是
actually think of any others but it was

598
00:22:40,159 --> 00:22:44,000
这是我们很少听到的声音之一
one of very few sounds that we actually

599
00:22:41,679 --> 00:22:45,600
接通扬声器控制器，然后
put through the speaker controller and

600
00:22:44,000 --> 00:22:46,480
你知道扬声器控制器的
you know the the speaker controller for

601
00:22:45,600 --> 00:22:49,600
我
me

602
00:22:46,480 --> 00:22:51,679
我把它当作你的生活频道吗
is i i treat it like an lfe channel you

603
00:22:49,600 --> 00:22:54,240
要知道你是有节制地使用它
know you use it sparingly

604
00:22:51,679 --> 00:22:56,880
这才是真正有意义的
uh where it really makes sense for for

605
00:22:54,240 --> 00:22:59,200
游戏体验，在这种情况下
the gameplay experience and in this case

606
00:22:56,880 --> 00:23:01,039
就像你知道的，很明显
it was like well you know it's obviously

607
00:22:59,200 --> 00:23:04,000
这对玩家来说是非常私人的
very personal to the player it's

608
00:23:01,039 --> 00:23:05,679
你知道他们是
something that you know they're

609
00:23:04,000 --> 00:23:07,360
我们想让他们听到并知道这一点
we want them to hear and to know that

610
00:23:05,679 --> 00:23:09,120
它就在那里，所以我们把
it's there so that's kind of why we put

611
00:23:07,360 --> 00:23:11,679
它通过扬声器控制器I
it through the speaker controller i

612
00:23:09,120 --> 00:23:13,120
想想什么是创造性的，为什么是这样
think what worked creatively and why it

613
00:23:11,679 --> 00:23:14,799
工作得很好
worked so well

614
00:23:13,120 --> 00:23:16,480
是嗯
is um

615
00:23:14,799 --> 00:23:18,960
你知道这背后的故事
you know kind of the the fiction behind

616
00:23:16,480 --> 00:23:21,440
引导潮流的是，它有点
the guiding wind is that it it kind of

617
00:23:18,960 --> 00:23:22,480
游戏中首先出现的是杜松子酒类
first appears in the game with gin kind

618
00:23:21,440 --> 00:23:24,480
的
of

619
00:23:22,480 --> 00:23:27,440
问他父亲的灵魂他如何
asking the spirit of his father how he

620
00:23:24,480 --> 00:23:30,799
能找到他叔叔然后这风
can find his uncle um and then this wind

621
00:23:27,440 --> 00:23:33,360
这样可以帮助区分它
blows and so um to help differentiate it

622
00:23:30,799 --> 00:23:35,600
从环保的风啊
from the environmental wind uh

623
00:23:33,360 --> 00:23:38,400
Josh Lord是我们的高级音效设计师
josh lord our senior sound designer and

624
00:23:35,600 --> 00:23:40,960
我自己去了霸凌室，然后
myself went down into our bully room and

625
00:23:38,400 --> 00:23:42,799
我有我有一个巨大的
i got i i have an immense

626
00:23:40,960 --> 00:23:44,799
长笛和哨子收藏，因为我
flute and whistle collection because i

627
00:23:42,799 --> 00:23:47,279
有虐待狂朋友总是买我的钱吗
have sadistic friends that always buy me

628
00:23:44,799 --> 00:23:50,320
笛子和哨子，所以我们去
flutes and whistles so we went down to

629
00:23:47,279 --> 00:23:52,559
整个房间，我们录制了
the uh fully room and we recorded just

630
00:23:50,320 --> 00:23:54,880
我每一场都吹得很糟糕
me blowing poorly through every single

631
00:23:52,559 --> 00:23:58,000
一个是得到这些有趣的奇怪的东西
one just to get these interesting weird

632
00:23:54,880 --> 00:24:00,000
调性元素的风而种
tonal elements of of wind but kind of

633
00:23:58,000 --> 00:24:02,720
有一点人类的声音
having a little bit of a human sound to

634
00:24:00,000 --> 00:24:06,240
它和乔什带走了所有那些又好又好
it and josh took all those and and kind

635
00:24:02,720 --> 00:24:08,720
创造了那种标志性的
of created that very iconic kind of

636
00:24:06,240 --> 00:24:11,039
调性元素使得
tonal uh element that that makes the

637
00:24:08,720 --> 00:24:13,360
引导风的感觉和声音独特
guiding wind feel and sound unique

638
00:24:11,039 --> 00:24:15,679
然后是导演的剪辑
and then i think for the director's cut

639
00:24:13,360 --> 00:24:18,559
在playstation 5上的最后一件事
on the playstation 5 the last thing that

640
00:24:15,679 --> 00:24:20,159
我们添加了真正增加了很多的是我们
we added which really adds a ton is we

641
00:24:18,559 --> 00:24:22,080
有定位音吗
had the positional sound we had the

642
00:24:20,159 --> 00:24:25,840
声音在控制器扬声器，然后
sound in the controller speaker and then

643
00:24:22,080 --> 00:24:27,840
对于ps5，我们添加了位置触觉
for the ps5 we added a positional haptic

644
00:24:25,840 --> 00:24:29,440
这样你就能感觉到风了
so you can actually feel the wind

645
00:24:27,840 --> 00:24:31,520
在控制器中行进
traveling through the controller in the

646
00:24:29,440 --> 00:24:33,440
你应该去的方向
direction that you're supposed to go

647
00:24:31,520 --> 00:24:35,360
嗯很有趣
huh interesting

648
00:24:33,440 --> 00:24:38,000
这是游戏中另一个有用的东西
so another thing in the game that helps

649
00:24:35,360 --> 00:24:39,440
指引你走向事物的是那只金色的鸟
guide you to things is that golden bird

650
00:24:38,000 --> 00:24:41,360
你知道，它有这样一个
which you know and it has such a

651
00:24:39,440 --> 00:24:42,720
独特的声音，所以一旦你听到
distinctive sound so as soon as you hear

652
00:24:41,360 --> 00:24:44,320
你知道你在四处寻找
that you know you're looking around for

653
00:24:42,720 --> 00:24:46,640
看看它会把你带向何方
it to see where it's going to lead you

654
00:24:44,320 --> 00:24:48,640
我只是好奇你知道的是
to i'm just curious you know is that

655
00:24:46,640 --> 00:24:50,400
原产于日本的鸟，你从哪里得到的
bird native to japan where did you get

656
00:24:48,640 --> 00:24:51,679
你的鸟类录音
your bird recordings

657
00:24:50,400 --> 00:24:53,039
嗯,所以
um so

658
00:24:51,679 --> 00:24:54,960
这是
that that's

659
00:24:53,039 --> 00:24:57,520
这个故事很有趣，因为这是
it's a funny story because this is

660
00:24:54,960 --> 00:25:01,120
实际上，一个例子
actually uh an example of

661
00:24:57,520 --> 00:25:03,360
声音驱动内容所以我实际上
sound driving content um so i actually

662
00:25:01,120 --> 00:25:04,240
在斯里兰卡录下了这只鸟
recorded that bird in sri lanka

663
00:25:03,360 --> 00:25:05,840
嗯
um

664
00:25:04,240 --> 00:25:08,240
这是。
and it's a

665
00:25:05,840 --> 00:25:10,240
一只黑颈黄鹂，真漂亮
a black nape oriole it's this beautiful

666
00:25:08,240 --> 00:25:11,039
黄色的鸟有一点你知道的黑色
yellow bird with a little you know black

667
00:25:10,240 --> 00:25:14,159
脖子
neck

668
00:25:11,039 --> 00:25:15,840
我当时在斯里兰卡，我就去了
and um so i was in sri lanka and i'd set

669
00:25:14,159 --> 00:25:17,200
拿起我的麦克风录下这个
up my my mics just recording this

670
00:25:15,840 --> 00:25:19,279
美丽的丛林
beautiful jungle

671
00:25:17,200 --> 00:25:22,159
当我再听的时候，我
and when i was listening back to it i

672
00:25:19,279 --> 00:25:24,480
听到那只鸟的叫声，它真的
heard that bird and it was really

673
00:25:22,159 --> 00:25:26,720
这美妙的标志性声音
just this beautiful iconic sound and it

674
00:25:24,480 --> 00:25:28,559
被隔离得很好，所以我可以
was well isolated so i could actually

675
00:25:26,720 --> 00:25:29,520
把它从录音中提取出来
extract it from the recording

676
00:25:28,559 --> 00:25:31,279
和
and

677
00:25:29,520 --> 00:25:34,559
当我们开始谈论
when we were starting to talk about the

678
00:25:31,279 --> 00:25:35,520
引导鸟和它应该是什么
guidebird and what it should actually be

679
00:25:34,559 --> 00:25:37,520
嗯
um

680
00:25:35,520 --> 00:25:39,120
显然，我们想让它看起来更有视觉效果
we obviously wanted it to be visually

681
00:25:37,520 --> 00:25:41,200
有趣的是，玩家可以看到
interesting so that the player could see

682
00:25:39,120 --> 00:25:43,360
它知道这是一只特别的鸟，我
it know oh this is a special bird that i

683
00:25:41,200 --> 00:25:45,840
需要跟随
need to follow

684
00:25:43,360 --> 00:25:46,720
对我来说，这也很重要
and to me it was also important we have

685
00:25:45,840 --> 00:25:48,640
来
to

686
00:25:46,720 --> 00:25:49,600
找点我们能找的东西
you know get something where we can

687
00:25:48,640 --> 00:25:52,640
实际上
actually

688
00:25:49,600 --> 00:25:53,760
有对应的读音吗
have sounds for it so we identified i

689
00:25:52,640 --> 00:25:55,679
想
think like

690
00:25:53,760 --> 00:25:59,279
六只不同的鸟
six different birds that were visually

691
00:25:55,679 --> 00:26:00,799
有趣的是在日本也有
interesting that do appear in japan

692
00:25:59,279 --> 00:26:03,039
其中之一就是黑小睡
and one of those was the black naped

693
00:26:00,799 --> 00:26:05,360
所以我非常努力地游说
orioles so i i lobbied really hard of

694
00:26:03,039 --> 00:26:07,440
我们可以用这只鸟吗
like can we just please use this bird

695
00:26:05,360 --> 00:26:10,240
因为我有一些很棒的声音
because i've got some great sounds for

696
00:26:07,440 --> 00:26:12,720
它很独特，很突出
it it's very like unique and stands out

697
00:26:10,240 --> 00:26:15,600
反对你所知的繁茂
against you know the the lush

698
00:26:12,720 --> 00:26:17,600
大多是绿色的景观，甚至是
mostly green landscape or even the the

699
00:26:15,600 --> 00:26:20,559
雪景，我们在
snowy landscapes uh that we had in

700
00:26:17,600 --> 00:26:21,919
Sushima，幸运的是
sushima so uh fortunately that one and

701
00:26:20,559 --> 00:26:23,200
这就是这就是我们最后的结局
that's that's kind of how we ended up

702
00:26:21,919 --> 00:26:25,760
和那只鸟
with that bird

703
00:26:23,200 --> 00:26:28,080
有趣，另一只鸟在叫
interesting and the other bird sounds

704
00:26:25,760 --> 00:26:30,799
另一只鸟听起来
the other bird sounds uh

705
00:26:28,080 --> 00:26:32,799
大部分都是在日本录制的
most of them were recorded in japan um

706
00:26:30,799 --> 00:26:34,480
就像我之前提到的，我们有一些
like i mentioned before we had some

707
00:26:32,799 --> 00:26:36,640
日本工作室帮了我们很多
japan studio help us out with a lot of

708
00:26:34,480 --> 00:26:39,200
,嗯
that um

709
00:26:36,640 --> 00:26:41,279
在前期制作阶段，我们有一个
early on in pre-production we had a

710
00:26:39,200 --> 00:26:43,840
小团队旅行
small team travel to

711
00:26:41,279 --> 00:26:45,840
到日本，包括对马岛等等
to japan including tsushima and so i

712
00:26:43,840 --> 00:26:48,880
给我们的动画一个录音机
gave a recorder to our animation

713
00:26:45,840 --> 00:26:50,880
比利局长和我都没想到
director billy and i wasn't expecting

714
00:26:48,880 --> 00:26:52,480
他没有得到任何有用的东西，但是
him to get anything useful but

715
00:26:50,880 --> 00:26:55,679
令人惊讶的是，他做到了
surprisingly he did

716
00:26:52,480 --> 00:26:58,559
然后我设法去了日本
uh and then i managed to go to japan for

717
00:26:55,679 --> 00:26:59,799
圣诞节和新年前后的10天
10 days around christmas and new year's

718
00:26:58,559 --> 00:27:01,840
在
in

719
00:26:59,799 --> 00:27:04,720
我想是2017年
2017 i think

720
00:27:01,840 --> 00:27:07,760
基本上就是策划了一场旋风
and just basically planned a whirlwind

721
00:27:04,720 --> 00:27:10,080
旅行只是去地方和记录
trip to just go to places and record

722
00:27:07,760 --> 00:27:11,679
特定的物种，所以你知道
specific species so you know going to

723
00:27:10,080 --> 00:27:13,440
北海道，这样我们可以得到红色
hokkaido so that we can get the red

724
00:27:11,679 --> 00:27:15,279
鹤冠，因为他们要
crane crowns because they're going to be

725
00:27:13,440 --> 00:27:18,000
在游戏中，我们需要那种声音
in the game and we need that sound it's

726
00:27:15,279 --> 00:27:21,360
非常有代表性的大天鹅
very iconic and getting whooper swans

727
00:27:18,000 --> 00:27:23,039
还有我们结束的那些猴子
and getting um the monkeys that we ended

728
00:27:21,360 --> 00:27:25,120
在宜家岛上度过的
up having on ikea island for for the

729
00:27:23,039 --> 00:27:27,919
导演剪辑，所以这是
director's cut so it was it was an

730
00:27:25,120 --> 00:27:30,080
去日本旅游真是太棒了
amazing experience to get to visit japan

731
00:27:27,919 --> 00:27:32,159
我只是想亲临现场听一听，但是
and just to be there and hear it but

732
00:27:30,080 --> 00:27:34,000
那是那是大部分
that was that was where most of the

733
00:27:32,159 --> 00:27:36,000
野生动物是怎么来的
wildlife came from and then i guess

734
00:27:34,000 --> 00:27:37,919
有几只鸟
there were a handful of birds

735
00:27:36,000 --> 00:27:40,880
他们要求特定的物种
where they asked for specific species

736
00:27:37,919 --> 00:27:44,080
我们没有，所以我实际上
that we did not have and so i actually

737
00:27:40,880 --> 00:27:47,520
我通过倾听创造了这些声音
created those with my voice by listening

738
00:27:44,080 --> 00:27:50,240
得到的样本
to samples actually getting samples of

739
00:27:47,520 --> 00:27:53,440
一些鸟把他们拖慢了，就像
some birds slowing them way down like

740
00:27:50,240 --> 00:27:55,679
三个八度，然后演奏出来
three octaves and then performing those

741
00:27:53,440 --> 00:27:58,270
放慢版本，然后加速
slowed down versions and then speeding

742
00:27:55,679 --> 00:28:01,339
打开我的录音
up my recordings of them

743
00:27:58,270 --> 00:28:01,339
(音乐)
[Music]

744
00:28:13,840 --> 00:28:17,360
他们他们已经足够好了
they were they were good enough for the

745
00:28:15,520 --> 00:28:18,960
他们骗不了我
game uh they wouldn't fool an

746
00:28:17,360 --> 00:28:19,840
鸟类学家,但
ornithologist but

747
00:28:18,960 --> 00:28:21,679
呃
uh

748
00:28:19,840 --> 00:28:23,360
似乎没有人注意到
nobody seemed to have noticed

749
00:28:21,679 --> 00:28:26,480
有趣的
interesting

750
00:28:23,360 --> 00:28:28,480
游戏中的马是这样的
um so the horse in the game sort of this

751
00:28:26,480 --> 00:28:30,720
我找到了你的忠实伴侣
your constant companion i found you know

752
00:28:28,480 --> 00:28:32,640
当我玩这个游戏的时候，你知道的
as i played the game you know developed

753
00:28:30,720 --> 00:28:35,520
对我的马的情感依恋
this emotional attachment to my horse

754
00:28:32,640 --> 00:28:37,760
你知道的是我的同伴
you know is my companion um

755
00:28:35,520 --> 00:28:40,480
它可能不是
and it's probably not a

756
00:28:37,760 --> 00:28:43,039
巧合的是，感觉就像
coincidence that it feels like a

757
00:28:40,480 --> 00:28:44,880
性格能让你多跟你说话
character can you talk more to uh you

758
00:28:43,039 --> 00:28:47,440
知道马的声音是怎么来的吗
know how how the sound of the horse came

759
00:28:44,880 --> 00:28:49,120
在一起，是的，我的意思是我会，我会通过的
together yeah i mean i'll i'm gonna pass

760
00:28:47,440 --> 00:28:51,360
这个马上交给亚当，因为
this off to adam in a minute because

761
00:28:49,120 --> 00:28:53,279
我说的太多了，除了马
i've been talking too much but the horse

762
00:28:51,360 --> 00:28:55,440
对我来说真的很有趣
to me is really interesting

763
00:28:53,279 --> 00:28:57,520
嗯,因为
uh because

764
00:28:55,440 --> 00:29:01,039
几乎每一种声音都能触动它
it was touched by almost every sound

765
00:28:57,520 --> 00:29:03,039
这个项目的设计师，我也
designer on the project um and it also i

766
00:29:01,039 --> 00:29:04,720
我觉得这听起来很棒
think it sounds great and

767
00:29:03,039 --> 00:29:06,320
你知道吗，我觉得部分原因是
you know i think part of that is just

768
00:29:04,720 --> 00:29:08,159
我们工作的过程和方式
the process and the way that we work you

769
00:29:06,320 --> 00:29:09,679
懂得什么才是真正珍贵的
know nothing is really precious to

770
00:29:08,159 --> 00:29:11,679
我们都想让他变得伟大
anybody we all just want to make great

771
00:29:09,679 --> 00:29:14,240
所以我们
stuff and so we

772
00:29:11,679 --> 00:29:16,159
我们从我找到一个天生的开始
we started with i found a natural

773
00:29:14,240 --> 00:29:19,520
马术中心
horsemanship center uh

774
00:29:16,159 --> 00:29:21,200
就在西雅图附近，原因是
up here near seattle and the reason that

775
00:29:19,520 --> 00:29:23,600
我选择这个地方是因为
i chose this place was because it was

776
00:29:21,200 --> 00:29:26,080
远离交通，他们没有
far away from traffic um they didn't

777
00:29:23,600 --> 00:29:28,640
射杀他们的马，这样我们就
shoot their horses so we're you know

778
00:29:26,080 --> 00:29:30,559
要让马在自然表面上运动
going to get horse on natural surfaces

779
00:29:28,640 --> 00:29:32,640
你知道我们做了什么吗
which was very much you know what we

780
00:29:30,559 --> 00:29:34,880
我们想要这场游戏发生吗
were wanting for this game taking place

781
00:29:32,640 --> 00:29:37,440
在封建的日本
in in feudal japan

782
00:29:34,880 --> 00:29:39,840
所以我们在很多
so we recorded that horse on lots of uh

783
00:29:37,440 --> 00:29:41,919
很多表面，然后我录制
lots of surfaces and then i recorded

784
00:29:39,840 --> 00:29:44,720
里面有一些新娘和大头钉之类的东西
some bridal and tack and stuff from in

785
00:29:41,919 --> 00:29:46,880
这家伙的马鞍
saddles from this uh guy

786
00:29:44,720 --> 00:29:50,480
然后我们最后和
um and then we ended up working with

787
00:29:46,880 --> 00:29:52,720
索尼在圣地亚哥的playstation工作室
sony uh playstation studio in san diego

788
00:29:50,480 --> 00:29:54,640
他们还录了很多
and they recorded a bunch more um

789
00:29:52,720 --> 00:29:56,640
马鞍和缰绳，乔什拿走了
saddles and bridles and josh took that

790
00:29:54,640 --> 00:29:58,640
然后他开始在马身上工作
and then he started working on the horse

791
00:29:56,640 --> 00:30:00,240
然后我们把它扔给了亚当的团队
and then we threw it over to adam's team

792
00:29:58,640 --> 00:30:02,000
就像我说的，我认为
and like i said i think

793
00:30:00,240 --> 00:30:04,240
那里的大多数声音设计师都辞职了
most of the sound designers there ended

794
00:30:02,000 --> 00:30:06,320
我正在做，所以我不想让你
up working on it so i don't want you to

795
00:30:04,240 --> 00:30:08,399
把它拿走，然后谈谈
take it away and talk about

796
00:30:06,320 --> 00:30:10,720
你们做了那么多了不起的工作
all the great work you guys did

797
00:30:08,399 --> 00:30:13,039
是的，所以我想说as
yeah so um yeah i was going to say as

798
00:30:10,720 --> 00:30:15,520
这是一个非常合作的努力
well it was a very collaborative effort

799
00:30:13,039 --> 00:30:18,480
马我想当我们当我第一次
the horse i think when we when i first

800
00:30:15,520 --> 00:30:19,360
来做我们布拉德要做的项目
came on the project we brad came down to

801
00:30:18,480 --> 00:30:21,919
嗯
um

802
00:30:19,360 --> 00:30:23,760
我们在圣马特奥的工作室
to our studio here in in san mateo and

803
00:30:21,919 --> 00:30:25,279
我们玩了整个游戏
uh we kind of played through the game

804
00:30:23,760 --> 00:30:27,279
并确认这匹马是其中一匹
and identified the horse as one of the

805
00:30:25,279 --> 00:30:30,559
主角们显然会
main characters is obviously going to

806
00:30:27,279 --> 00:30:33,200
花很多时间和马在一起
spend a lot of time with the horse um

807
00:30:30,559 --> 00:30:34,000
我最喜欢的一件事就是
and one of the one of the great things i

808
00:30:33,200 --> 00:30:37,120
的意思是
mean

809
00:30:34,000 --> 00:30:39,120
我加入这个项目大概有一年了
i came on the project probably a year or

810
00:30:37,120 --> 00:30:40,080
所以在游戏发行之前
so before the game shipped and there was

811
00:30:39,120 --> 00:30:42,080
已经
already

812
00:30:40,080 --> 00:30:43,840
游戏看起来已经很不错了
the game it already looked

813
00:30:42,080 --> 00:30:45,760
听起来很不错
and sounded pretty good

814
00:30:43,840 --> 00:30:48,240
嗯，那里已经有东西了，比如
um so there was already stuff there like

815
00:30:45,760 --> 00:30:51,840
布拉德说他录了一匹马，然后他们
brad said he recorded a horse and they

816
00:30:48,240 --> 00:30:54,080
有这么多内容，所以这只是一个案例
had all this content so it's just a case

817
00:30:51,840 --> 00:30:55,360
打磨的过程
of polishing it really

818
00:30:54,080 --> 00:30:57,360
我们只是
we just

819
00:30:55,360 --> 00:30:59,600
你知道，我想花钱
wanted to you know spend

820
00:30:57,360 --> 00:31:03,960
花点时间
uh spend some time

821
00:30:59,600 --> 00:31:03,960
让它听起来尽可能的好
making it sound as good as possible

822
00:31:09,600 --> 00:31:12,799
我知道
i know

823
00:31:10,640 --> 00:31:14,640
Rob castro，我们的声音设计师之一
rob castro one of our sound designers

824
00:31:12,799 --> 00:31:16,559
练习呼吸和所有的
worked on the the breathing and all the

825
00:31:14,640 --> 00:31:18,640
我想他花了几次
vocalizations i think he spent a couple

826
00:31:16,559 --> 00:31:19,760
做了几个月
of months doing that

827
00:31:18,640 --> 00:31:22,080
和
and

828
00:31:19,760 --> 00:31:23,919
我研究了一堆脚步声
i worked on a bunch of footsteps

829
00:31:22,080 --> 00:31:25,600
表面
surfaces

830
00:31:23,919 --> 00:31:27,440
很多甜味剂
lots of sweeteners

831
00:31:25,600 --> 00:31:29,279
我想
um i think

832
00:31:27,440 --> 00:31:31,519
Mike nederquel也是我们的声音之一
mike nederquel as well one of our sound

833
00:31:29,279 --> 00:31:33,760
设计师们还设计了一些步骤
designers also worked on some footstep

834
00:31:31,519 --> 00:31:35,200
还有一些呼吸的东西
stuff and some breathing stuff so

835
00:31:33,760 --> 00:31:37,200
嗯，是的，很多人都在
uh yeah a lot of people worked on the

836
00:31:35,200 --> 00:31:39,120
马嗯
horse um

837
00:31:37,200 --> 00:31:40,559
是的，只是这是真的是真的
yeah and it's just it was a is a really

838
00:31:39,120 --> 00:31:42,320
重要的角色，我认为我们
important character and i think we

839
00:31:40,559 --> 00:31:45,200
想要花费
wanted to spend

840
00:31:42,320 --> 00:31:47,919
花了不少时间才弄好
a decent amount of time getting it right

841
00:31:45,200 --> 00:31:49,840
我想我玩过
um i think i had played

842
00:31:47,919 --> 00:31:51,840
另一个游戏
another game

843
00:31:49,840 --> 00:31:54,399
最近在我工作的时候
uh kind of recently while i was working

844
00:31:51,840 --> 00:31:55,919
虽然我不太喜欢
on it which i wasn't too keen on the

845
00:31:54,399 --> 00:31:57,840
马的声音很新鲜
horse sound so it was kind of fresh in

846
00:31:55,919 --> 00:32:02,559
我的思想就像你知道我想要我
my mind is like you know i want to i

847
00:31:57,840 --> 00:32:05,039
想让这匹马听起来好听点
want to make this horse sound good um

848
00:32:02,559 --> 00:32:07,360
你知道的，所以我们只是我们只是花了
you know so yeah we just we just spent a

849
00:32:05,039 --> 00:32:09,039
花了很多时间清理它
bunch of time with it um cleaned up

850
00:32:07,360 --> 00:32:11,440
布拉德的录音已经响起
brad's recordings which already sounded

851
00:32:09,039 --> 00:32:12,480
很好，刚刚润色了一下
great and just uh yeah just polished it

852
00:32:11,440 --> 00:32:14,000
真的
really

853
00:32:12,480 --> 00:32:15,440
显然我只是想回到
uh apparently i just want to get back to

854
00:32:14,000 --> 00:32:17,039
从系统的角度来看
you for a bit in terms of systems

855
00:32:15,440 --> 00:32:18,240
因为它出现在
because it's come up you know in the

856
00:32:17,039 --> 00:32:20,240
背景就像，哦，有一个
background it's like oh there was a

857
00:32:18,240 --> 00:32:22,480
这个系统对应这个系统
system for that system for this it's

858
00:32:20,240 --> 00:32:24,480
这么大的世界，你来了吗
such a huge world uh did you come up

859
00:32:22,480 --> 00:32:26,720
用任何系统来处理
with any systems uh for dealing with

860
00:32:24,480 --> 00:32:29,600
混响和第一反射什么的
reverb and first reflections or anything

861
00:32:26,720 --> 00:32:31,360
这样可以节省时间，因为我
like that to help save time because i

862
00:32:29,600 --> 00:32:33,360
想象一下，这可能是a
imagine that could have been you know a

863
00:32:31,360 --> 00:32:35,760
一个人的全职工作
full-time job for somebody for quite a

864
00:32:33,360 --> 00:32:37,919
然而，嗯，是的，这是一个
while uh yeah and it kind of was for a

865
00:32:35,760 --> 00:32:40,399
有一点，我们实现了
little bit um yeah we implemented our

866
00:32:37,919 --> 00:32:43,600
自己定制的
own bespoke uh

867
00:32:40,399 --> 00:32:46,399
闭塞性阻塞的合并
amalgamation of occlusion obstruction

868
00:32:43,600 --> 00:32:47,919
呃，也是一种早期的简化
uh as well as a kind of simplified early

869
00:32:46,399 --> 00:32:48,880
反射系统
reflection system

870
00:32:47,919 --> 00:32:51,840
呃
uh

871
00:32:48,880 --> 00:32:54,480
谢天谢地，我们有一个延迟插件
thankfully we had a delay plug-in that

872
00:32:51,840 --> 00:32:55,440
来自pg - pd - sound还是是的
came from pg pd sound or was it yeah it

873
00:32:54,480 --> 00:32:58,720
来自
came from

874
00:32:55,440 --> 00:33:00,399
索尼欧洲CSG，是的，它来自
sony europe csg yeah so it came from

875
00:32:58,720 --> 00:33:04,399
来自一个伙伴
from a partnered

876
00:33:00,399 --> 00:33:06,720
索尼的团队让我们能够
team over in sony which enabled us to

877
00:33:04,399 --> 00:33:08,080
通过提供一些信息来提供
provide by providing some information in

878
00:33:06,720 --> 00:33:11,039
游戏如
the game such as

879
00:33:08,080 --> 00:33:13,200
某些面在基数上有多远
how far are certain surfaces in cardinal

880
00:33:11,039 --> 00:33:14,240
相对于玩家的方向
directions relative to the player

881
00:33:13,200 --> 00:33:16,799
呃
uh

882
00:33:14,240 --> 00:33:19,039
我们可以延迟整个声音和播放
we could delay entire sounds and play

883
00:33:16,799 --> 00:33:20,960
他们就像一个基本上一个非常
them back as like a basically a very

884
00:33:19,039 --> 00:33:22,000
早期便宜相对较早便宜
cheap early well relatively early cheap

885
00:33:20,960 --> 00:33:24,240
有点像
and kind of

886
00:33:22,000 --> 00:33:25,760
简化了早期的反思然后我们的
simplified early reflection and then our

887
00:33:24,240 --> 00:33:27,120
阻塞阻塞系统
obstruction occlusion system that was

888
00:33:25,760 --> 00:33:28,799
一些我们
something that we

889
00:33:27,120 --> 00:33:29,760
我们最终探索了几个不同的
we ended up exploring a couple different

890
00:33:28,799 --> 00:33:32,799
选项
options

891
00:33:29,760 --> 00:33:34,320
但它完全是内部的
uh but it was entirely uh internal in

892
00:33:32,799 --> 00:33:38,880
根据我们提出的条件，我们结束了
terms of what we came up with we ended

893
00:33:34,320 --> 00:33:40,159
继续使用简化的光线投射
up going with simplified raycasts that

894
00:33:38,880 --> 00:33:41,919
只是饲料
just feed

895
00:33:40,159 --> 00:33:44,000
一些信息是基于
some sort of some information based on

896
00:33:41,919 --> 00:33:46,320
它们击中的物质和距离
the material that they hit and distance

897
00:33:44,000 --> 00:33:48,000
再给音响系统加点逻辑
and a bit more logic to the sound system

898
00:33:46,320 --> 00:33:50,080
然后布拉德可以稍微调整一下
and then brad was able to kind of tweak

899
00:33:48,000 --> 00:33:52,080
相应的参数
parameters accordingly

900
00:33:50,080 --> 00:33:53,760
但这是任何一种
but that the the thing with any sort of

901
00:33:52,080 --> 00:33:55,279
这样的系统，因为它有点
system like that because it is kind of

902
00:33:53,760 --> 00:33:57,039
当你不这样做的时候，就会变得很复杂
inherently complicated when you don't

903
00:33:55,279 --> 00:33:59,679
真的有。
really have um

904
00:33:57,039 --> 00:34:01,279
任何形式的正式结构
any sort of formal structure to it uh it

905
00:33:59,679 --> 00:34:03,519
实际上这需要很多次迭代
took a lot of iteration it took actually

906
00:34:01,279 --> 00:34:05,679
相当长的一段时间，比如
a decent amount of time like um

907
00:34:03,519 --> 00:34:09,520
不一定是全职，但是
not necessarily full time but

908
00:34:05,679 --> 00:34:11,679
大概花了18个星期
it probably took about 18 weeks

909
00:34:09,520 --> 00:34:13,040
真正深入研究我们最后
to really hone in on what we finally

910
00:34:11,679 --> 00:34:14,960
以船运结束
ended up shipping

911
00:34:13,040 --> 00:34:16,480
还有一些你知道的小的
and there were still you know small

912
00:34:14,960 --> 00:34:18,079
这里和那里的调整
tweaks here and there

913
00:34:16,480 --> 00:34:19,200
需要考虑的完美因素
perfect considerations to take into

914
00:34:18,079 --> 00:34:20,480
账户
account

915
00:34:19,200 --> 00:34:22,560
和
and and

916
00:34:20,480 --> 00:34:25,119
以及需要的各种调整
and kind of various tuning that needed

917
00:34:22,560 --> 00:34:26,960
继续，呃，持续
to go on uh continuously

918
00:34:25,119 --> 00:34:28,800
嗯，那些是那些是那种
um so those are the those are the kind

919
00:34:26,960 --> 00:34:30,960
我们看了两件事
of two things that we looked at on the

920
00:34:28,800 --> 00:34:34,079
混响边我们不太喜欢
reverb side we we don't really do too

921
00:34:30,960 --> 00:34:36,000
从技术上讲，我们基本上
much uh technologically uh we mostly

922
00:34:34,079 --> 00:34:38,480
想想什么是合适的
just figure out what is the appropriate

923
00:34:36,000 --> 00:34:40,320
混响播放任何给定的声音和
reverb to play for any given sound and

924
00:34:38,480 --> 00:34:43,359
然后我们设置它，然后我相信
then we set that and then i believe the

925
00:34:40,320 --> 00:34:45,200
休息是由声音引擎处理的
rest is taken care of in sound engine

926
00:34:43,359 --> 00:34:47,359
那么你怎么算出
and so how are you figuring out what the

927
00:34:45,200 --> 00:34:49,200
适当的混响是哦，很好
appropriate reverb is oh that's a good

928
00:34:47,359 --> 00:34:51,040
问题是，嗯，大概有两个
question so uh there's kind of like two

929
00:34:49,200 --> 00:34:53,040
图层，首先是
layers to it uh first of all with the

930
00:34:51,040 --> 00:34:54,960
环境声音管理器
ambient sound manager we'd actually

931
00:34:53,040 --> 00:34:56,320
建立生物群落的概念
establish this concept of biomes that

932
00:34:54,960 --> 00:34:58,240
是
are

933
00:34:56,320 --> 00:35:00,720
与声音生物群落的内在联系不是
inherently tied to sound biomes not

934
00:34:58,240 --> 00:35:03,280
必然是环境生物群系
necessarily the environmental biomes and

935
00:35:00,720 --> 00:35:05,520
所以根据你所在的声音生物群
so based on which sound biome you're in

936
00:35:03,280 --> 00:35:07,599
你得到了什么样的混响
uh you derive what sort of reverb

937
00:35:05,520 --> 00:35:09,680
通常你会用
generally you would you would use

938
00:35:07,599 --> 00:35:11,760
但是你知道这个案子
um however you know this case is where

939
00:35:09,680 --> 00:35:13,359
比如，你想让设计师
like uh you want the designer to

940
00:35:11,760 --> 00:35:16,400
重写或者能够重写
override or be able to override that

941
00:35:13,359 --> 00:35:18,000
混响值，在那种情况下
reverb value and so in that case uh the

942
00:35:16,400 --> 00:35:19,920
声音设计师有能力
sound designer has the ability to just

943
00:35:18,000 --> 00:35:21,280
插入一个音量，然后说好
stick in a volume and say okay the

944
00:35:19,920 --> 00:35:23,040
这里的环境是这个
environment here is going to be this

945
00:35:21,280 --> 00:35:26,000
特定的混响
particular reverb

946
00:35:23,040 --> 00:35:28,000
我们在很多地方都用到了
and so we use that a lot of places

947
00:35:26,000 --> 00:35:30,160
我们有室内设计
where we had interiors

948
00:35:28,000 --> 00:35:31,760
还有在两者之间的过渡
and also the transition in between um

949
00:35:30,160 --> 00:35:33,839
从外面到里面
coming you know from the outside to the

950
00:35:31,760 --> 00:35:35,839
里面，因为你你想要那种
inside uh because you you want that kind

951
00:35:33,839 --> 00:35:36,800
具有过渡效应
of transitional effect

952
00:35:35,839 --> 00:35:39,520
所以
and so

953
00:35:36,800 --> 00:35:40,480
这是一种程序的混合
it's kind of this mixture of procedural

954
00:35:39,520 --> 00:35:43,119
呃
uh

955
00:35:40,480 --> 00:35:44,480
加上这幅地图的画
plus painting of this map which was the

956
00:35:43,119 --> 00:35:47,119
良好的生物群落
sound biomes

957
00:35:44,480 --> 00:35:48,240
然后由
and then bespoke markup done by

958
00:35:47,119 --> 00:35:49,440
个人声音设计师和
individual sound designers and

959
00:35:48,240 --> 00:35:51,040
实现者
implementers

960
00:35:49,440 --> 00:35:51,839
只是为了得到正确的效果
just to get the right effect

961
00:35:51,040 --> 00:35:53,599
嗯
um

962
00:35:51,839 --> 00:35:55,839
程序到你知道的执行
the the procedure to you know implement

963
00:35:53,599 --> 00:35:58,160
作为一个单独的体积是相当快的
as an individual volume was fairly quick

964
00:35:55,839 --> 00:36:00,320
很简单，但考虑到规模
and easy but given the scale of the

965
00:35:58,160 --> 00:36:02,160
你提到的世界太大了
world as you mentioned it's so big it

966
00:36:00,320 --> 00:36:03,760
我去了吗
did take the

967
00:36:02,160 --> 00:36:05,920
这是我们反复做的事情
it was something that we did iteratively

968
00:36:03,760 --> 00:36:07,760
在整个项目过程中
over the course of the project

969
00:36:05,920 --> 00:36:10,160
我们既存状况的一个好处
the one benefit of our pre-existing

970
00:36:07,760 --> 00:36:12,480
科技就是这样
technology is that a lot of that

971
00:36:10,160 --> 00:36:13,760
基线技术就在那里
baseline tech was there so that

972
00:36:12,480 --> 00:36:15,760
信息是我们可以获取的东西
information was something we could take

973
00:36:13,760 --> 00:36:16,960
贯穿整个过程的优势
advantage of throughout the course of

974
00:36:15,760 --> 00:36:19,760
这个项目
the project

975
00:36:16,960 --> 00:36:22,720
嗯，我们把战斗的声音掩盖起来了
uh so we covered combat sounds a bit in

976
00:36:19,760 --> 00:36:23,680
你的前期制作，但我很好奇
your pre-production but i'm curious

977
00:36:22,720 --> 00:36:25,440
你知道
you know

978
00:36:23,680 --> 00:36:27,520
在最终产品中
in the end product

979
00:36:25,440 --> 00:36:29,200
你最后得到了什么，你知道的
uh what you ended up with and you know

980
00:36:27,520 --> 00:36:31,599
你是如何到达那里的
how you got there

981
00:36:29,200 --> 00:36:34,079
从一开始，什么什么
from uh from the beginning and what what

982
00:36:31,599 --> 00:36:35,680
一路上你学得和我一样好
you learned along the way yeah well as i

983
00:36:34,079 --> 00:36:38,800
提到哦
mentioned uh

984
00:36:35,680 --> 00:36:40,400
你知道我们我们开始被禁足了
you know we we started super grounded um

985
00:36:38,800 --> 00:36:43,040
我们一开始有很多
and and we started with a lot of

986
00:36:40,400 --> 00:36:46,400
首先要做的是研究
research and so one of the first things

987
00:36:43,040 --> 00:36:48,160
我们所做的是
that we did is we went there's actually

988
00:36:46,400 --> 00:36:50,160
在贝尔维尤，吸盘拳在那里
in in bellevue where sucker punch is

989
00:36:48,160 --> 00:36:51,440
实际上是一个日本人
located there's actually a japanese

990
00:36:50,160 --> 00:36:54,079
居合道学校
iaido school

991
00:36:51,440 --> 00:36:56,320
井合道是日本的剑术
iaido is is japanese swordsmanship and

992
00:36:54,079 --> 00:36:58,720
所以我们找到了这个ido学校
so we found this ido school

993
00:36:56,320 --> 00:37:01,920
我和我们的动画导演
and so myself and our animation director

994
00:36:58,720 --> 00:37:04,079
去旁听一节课，结果
went uh to observe a class and it was

995
00:37:01,920 --> 00:37:07,200
很好看，因为有
really neat to watch because there were

996
00:37:04,079 --> 00:37:09,359
教授学生的大师
the masters teaching students

997
00:37:07,200 --> 00:37:10,560
当学生们挥动他们的
and when the students would swing their

998
00:37:09,359 --> 00:37:12,800
武士刀
katana

999
00:37:10,560 --> 00:37:14,880
它发出了很大的噪音，当
it made a lot of noise and when the

1000
00:37:12,800 --> 00:37:17,040
大师们挥舞着武士刀
masters swung their katanas they were

1001
00:37:14,880 --> 00:37:19,119
几乎无声
virtually silent

1002
00:37:17,040 --> 00:37:21,040
很明显我们在做
and obviously we're making

1003
00:37:19,119 --> 00:37:23,599
我们不打算关注娱乐
entertainment we're not going to follow

1004
00:37:21,040 --> 00:37:26,400
现实在这种情况下使每个人
reality in that case and make everybody

1005
00:37:23,599 --> 00:37:29,200
他们打架的时候沉默
silent when they're fighting um

1006
00:37:26,400 --> 00:37:31,520
所以你知道这是从我们开始的
so you know it started with we we

1007
00:37:29,200 --> 00:37:34,400
我有一把武士刀和一把
um i actually got a katana and a

1008
00:37:31,520 --> 00:37:36,400
Wakazashi为自己做了部分
wakazashi made for myself partially for

1009
00:37:34,400 --> 00:37:40,079
有趣，部分是因为我知道我们
fun and partially because i knew that we

1010
00:37:36,400 --> 00:37:42,640
我们需要一些道具吗
were going to need some props for that

1011
00:37:40,079 --> 00:37:44,160
乔希的剑是空的
josh had a sword blank

1012
00:37:42,640 --> 00:37:46,480
我们实际上
we actually

1013
00:37:44,160 --> 00:37:48,320
跟我们的合伙人谈过了
talked to our partners down at

1014
00:37:46,480 --> 00:37:50,720
在圣地亚哥的Playstation上，他们发了
playstation in san diego and they sent

1015
00:37:48,320 --> 00:37:53,920
我们有一堆剑空弹
us a whole bunch of sword blanks

1016
00:37:50,720 --> 00:37:55,839
他们用过的战神
from god of war that they had used um

1017
00:37:53,920 --> 00:37:58,160
然后我们就开始了
and so then we just started you know

1018
00:37:55,839 --> 00:38:00,640
记录大量的信息来源
recording tons and tons of source

1019
00:37:58,160 --> 00:38:02,320
有些最后被用来
um some of it ended up being used for

1020
00:38:00,640 --> 00:38:04,560
战斗，其中一些最终被使用
combat some of it ended up being used

1021
00:38:02,320 --> 00:38:07,359
对于UI来说
for the ui um

1022
00:38:04,560 --> 00:38:09,200
但是，嗯，是的，它就像所有的东西
but uh but yeah so it like everything

1023
00:38:07,359 --> 00:38:12,079
否则就是这样
else it was this

1024
00:38:09,200 --> 00:38:13,680
非常长的迭代过程
very long iterative process where we

1025
00:38:12,079 --> 00:38:16,240
从某件事开始，但事实并非如此
started with something and it wasn't

1026
00:38:13,680 --> 00:38:18,800
很好，我们在此基础上继续努力
good and we built on it and we kept

1027
00:38:16,240 --> 00:38:20,640
不断迭代并完善它
iterating on it and kept polishing it

1028
00:38:18,800 --> 00:38:22,560
这是另一件被通过的事情
and it was another thing that got passed

1029
00:38:20,640 --> 00:38:23,839
有很多不同的设计师
around to a lot of different designers a

1030
00:38:22,560 --> 00:38:24,960
很多人都在做不同的工作
lot of people worked on different

1031
00:38:23,839 --> 00:38:27,119
组件
components

1032
00:38:24,960 --> 00:38:28,960
我想是mike niederquell和andres
um i think mike niederquell and andres

1033
00:38:27,119 --> 00:38:31,520
Herrera是两个做了大部分工作的人
herrera were the two who did the bulk of

1034
00:38:28,960 --> 00:38:33,680
擦亮的工作，但我知道
the polish work but i know

1035
00:38:31,520 --> 00:38:36,560
亚当做了一些事，乔什也做了一些
adam did some stuff and josh did some

1036
00:38:33,680 --> 00:38:39,440
是的，确实是这样
stuff and um yeah it was definitely

1037
00:38:36,560 --> 00:38:41,760
另一件事是
another thing that was was very kind of

1038
00:38:39,440 --> 00:38:44,320
被很多人感动
touched by a lot of people

1039
00:38:41,760 --> 00:38:46,160
你知道肯定有和我们一样
you know there was definitely as as we

1040
00:38:44,320 --> 00:38:48,400
我们不仅在进行迭代吗
were iterating not only were we working

1041
00:38:46,160 --> 00:38:49,599
声音设计，还有
on the sound design but then also

1042
00:38:48,400 --> 00:38:51,520
试图
trying to

1043
00:38:49,599 --> 00:38:53,599
你知道，清理一下混音，因为
you know clean up the mix because there

1044
00:38:51,520 --> 00:38:55,440
是不是有些战斗很疯狂
were some battles that were crazy and

1045
00:38:53,599 --> 00:38:57,280
你周围的人都在打架
just people all around you fighting and

1046
00:38:55,440 --> 00:38:59,280
所以我们做了一些
so we were doing some

1047
00:38:57,280 --> 00:39:01,119
就像你知道的平移和过滤
like you know panning and filtering

1048
00:38:59,280 --> 00:39:02,960
基于方位角，所以你真的
based on the azimuth so you're really

1049
00:39:01,119 --> 00:39:05,920
只是听到你面前的事，但是
just hearing what's in front of you but

1050
00:39:02,960 --> 00:39:07,760
然后apoorva集成了一个额外的
then apoorva integrated an additional

1051
00:39:05,920 --> 00:39:11,119
我们称之为攻击的特征
feature for us that we call the attack

1052
00:39:07,760 --> 00:39:14,240
优先级，所以每个每个
priority and so each each uh

1053
00:39:11,119 --> 00:39:15,839
武器或敌人具有攻击优先权
weapon or enemy had an attack priority

1054
00:39:14,240 --> 00:39:19,200
我认为确实如此
and i think it was

1055
00:39:15,839 --> 00:39:21,200
如果是0，他们就没有进攻
if it was zero they're not attacking

1056
00:39:19,200 --> 00:39:23,760
任何人，他们没有针对任何人
anybody they're not targeting anybody if

1057
00:39:21,200 --> 00:39:25,200
这是他们正在攻击或瞄准的目标
it's one they're attacking or targeting

1058
00:39:23,760 --> 00:39:27,359
一个不是玩家的人
somebody that's not the player and if

1059
00:39:25,200 --> 00:39:29,440
他们的目标是玩家
it's two they're targeting the player

1060
00:39:27,359 --> 00:39:31,520
所以我们可以用它来
and so we were able to use that to also

1061
00:39:29,440 --> 00:39:33,119
进一步调整，这样你就知道了
further tune things so that you know if

1062
00:39:31,520 --> 00:39:35,119
有人在练习射击
somebody's just practicing shooting a

1063
00:39:33,119 --> 00:39:36,800
弓和箭会更安静
bow and arrow it's going to be quieter

1064
00:39:35,119 --> 00:39:39,200
甚至可能有一个不同的
or even potentially have a different

1065
00:39:36,800 --> 00:39:42,079
比他们进攻时的声音要大
sound than if they're attacking in

1066
00:39:39,200 --> 00:39:44,320
战斗，更不用说攻击玩家了
combat let alone attacking the player um

1067
00:39:42,079 --> 00:39:46,320
所有这些事情也真的
and so all of those things also really

1068
00:39:44,320 --> 00:39:48,079
帮助我们加入战斗
helped us kind of dial in combat and

1069
00:39:46,320 --> 00:39:51,200
让它听起来
make it sound

1070
00:39:48,079 --> 00:39:52,720
还不错，我觉得也许也许
decent and i think it was maybe maybe

1071
00:39:51,200 --> 00:39:54,480
我觉得更重要的是
uh even more important for i think

1072
00:39:52,720 --> 00:39:56,800
传说模式，因为有
legends mode because there's

1073
00:39:54,480 --> 00:39:58,160
就像传说模式把它带到下一个
like legends mode takes it to the next

1074
00:39:56,800 --> 00:39:59,920
水平的时候就会有
level when there's like the number of

1075
00:39:58,160 --> 00:40:02,160
攻击你的敌人
enemies that are attacking you

1076
00:39:59,920 --> 00:40:04,160
我们总是想确保
and uh we always want to make sure the

1077
00:40:02,160 --> 00:40:05,599
玩家被告知方向
player is informed of directionally

1078
00:40:04,160 --> 00:40:07,920
攻击从哪里来，所以他们
where is the attack coming from so they

1079
00:40:05,599 --> 00:40:09,599
知道该关注谁，因为谁
know who to focus on and because of the

1080
00:40:07,920 --> 00:40:11,760
那是一场混乱的战斗
chaos of that the combat that is in

1081
00:40:09,599 --> 00:40:13,920
传说模式有这种
legends mode um having this kind of

1082
00:40:11,760 --> 00:40:16,000
方向优先级或有一些a
directional priority or having some a

1083
00:40:13,920 --> 00:40:18,480
表面上的攻击优先级给出
semblance of an attack priority gives

1084
00:40:16,000 --> 00:40:20,880
玩家的口型有点像a
the player a bit more of a a like oral

1085
00:40:18,480 --> 00:40:22,880
该去哪里的提示
cue of where to go

1086
00:40:20,880 --> 00:40:24,880
所以我想这就是我
um and so i think that was mostly where

1087
00:40:22,880 --> 00:40:26,640
我看到了，或者我个人觉得很有用
i saw it or i found it personally useful

1088
00:40:24,880 --> 00:40:28,240
当我在玩游戏的时候
when i was playing the game yeah and

1089
00:40:26,640 --> 00:40:31,520
实际上，图例模式中的另一件事
actually the other thing in legends mode

1090
00:40:28,240 --> 00:40:33,440
与战斗相关的是剑
related to combat is the swords the

1091
00:40:31,520 --> 00:40:34,560
战斗声音是完全不同的
combat sounds are totally different as

1092
00:40:33,440 --> 00:40:37,200
就像
well like

1093
00:40:34,560 --> 00:40:39,359
当我们把事情做得很扎实时
while we kept things really grounded in

1094
00:40:37,200 --> 00:40:41,520
游戏主要为传奇模式的我们
the main game for legends mode we we

1095
00:40:39,359 --> 00:40:42,319
基本上就是完全越过了
basically just went completely over the

1096
00:40:41,520 --> 00:40:44,640
前
top

1097
00:40:42,319 --> 00:40:47,119
你知道所有的挥剑都是
um you know all the sword swings are

1098
00:40:44,640 --> 00:40:49,839
超级调性，还有很多
super tonal and there's a lot more

1099
00:40:47,119 --> 00:40:51,920
分层，然后根据稀有性
layers and then depending on the rarity

1100
00:40:49,839 --> 00:40:53,280
你的武器，我们添加更多的层
of your weapon we add even more layers

1101
00:40:51,920 --> 00:40:56,160
让它越来越多
and just make it more and more over the

1102
00:40:53,280 --> 00:40:58,720
所以我们肯定是如果
top so we were definitely if if

1103
00:40:56,160 --> 00:41:01,680
单人游戏中的战斗是
combat uh in the single player game was

1104
00:40:58,720 --> 00:41:03,520
更像是13个刺客非常接地气
more like uh 13 assassins very grounded

1105
00:41:01,680 --> 00:41:05,839
嗯，你知道
um you know the

1106
00:41:03,520 --> 00:41:08,480
传说模式中的战斗非常多
the combat in in legends mode was much

1107
00:41:05,839 --> 00:41:10,480
更像是太夸张了
more like just the total over-the-top

1108
00:41:08,480 --> 00:41:13,119
武侠片，我想我们
martial arts films and i think we

1109
00:41:10,480 --> 00:41:17,040
实际上用了一个叫
actually used one called um

1110
00:41:13,119 --> 00:41:19,520
呃崛起的传说是一种善良
uh rise of the legend as a a good kind

1111
00:41:17,040 --> 00:41:22,480
我们想要的东西太多了
of bar for just how much we were wanting

1112
00:41:19,520 --> 00:41:26,319
推动战斗的传奇模式很酷
to push combat in legends mode cool

1113
00:41:22,480 --> 00:41:27,200
我们还没讲到的一个方面是vo
um one area we haven't touched on is vo

1114
00:41:26,319 --> 00:41:29,440
嗯
um

1115
00:41:27,200 --> 00:41:31,280
有没有有趣的挑战?
any interesting challenges

1116
00:41:29,440 --> 00:41:33,599
我特别想到了这个
with that came up with that especially

1117
00:41:31,280 --> 00:41:35,599
在科维德时代是的，我是说
on during the age of kovid yeah i mean

1118
00:41:33,599 --> 00:41:38,960
那是那只是另一个
that was that was just another one where

1119
00:41:35,599 --> 00:41:40,800
我们面对着各国的高墙
we were up against the wall of countries

1120
00:41:38,960 --> 00:41:43,200
在我们试图关闭的时候
shutting down as we were trying to

1121
00:41:40,800 --> 00:41:45,280
记录我们所有的语言
record all of our languages

1122
00:41:43,200 --> 00:41:48,000
所以这真的是真的
so it was it was really really

1123
00:41:45,280 --> 00:41:50,640
对导演来说也是挑战
challenging um and even for directors

1124
00:41:48,000 --> 00:41:52,400
你知道有一些人
cut you know there was some people were

1125
00:41:50,640 --> 00:41:54,640
舒适的录音室录音
comfortable recording in the studios

1126
00:41:52,400 --> 00:41:55,599
其他人想要并且更喜欢记录
other people wanted and prefer to record

1127
00:41:54,640 --> 00:41:57,599
在家里
at home

1128
00:41:55,599 --> 00:41:59,680
所以你知道
and so you know it just

1129
00:41:57,599 --> 00:42:02,319
向我们的对话团队致敬
really hats off to our dialogue team and

1130
00:41:59,680 --> 00:42:04,079
我们的本地化团队因为你
our localization team because um you

1131
00:42:02,319 --> 00:42:06,319
我知道我玩过一些游戏，你可以
know i've played some games and you can

1132
00:42:04,079 --> 00:42:08,880
真的告诉我哦，那一定是
really tell like oh that must have been

1133
00:42:06,319 --> 00:42:10,880
在家里录的那条线
recorded at home at that line

1134
00:42:08,880 --> 00:42:13,680
是的，我想这并没有记录在
yeah i guess that wasn't recorded in the

1135
00:42:10,880 --> 00:42:15,280
工作室，尽管有你
studio and even though there was you

1136
00:42:13,680 --> 00:42:16,960
知道我们对话的大部分内容
know chunks of our dialogue that were

1137
00:42:15,280 --> 00:42:19,040
在家录制
recorded at home

1138
00:42:16,960 --> 00:42:20,800
我们的对话组刚刚做了一个
um our dialogue team just did such a

1139
00:42:19,040 --> 00:42:24,000
很好地掌握了它
fantastic job with mastering it that

1140
00:42:20,800 --> 00:42:25,520
这这真的很难分辨你是谁
it's it's really hard to tell so um you

1141
00:42:24,000 --> 00:42:27,680
我知道他们他们一直都做得很好
know they they've always done a great

1142
00:42:25,520 --> 00:42:29,119
乔布和我都很高兴
job and i'm really glad that we have

1143
00:42:27,680 --> 00:42:32,000
这样我就不用处理所有的了
them so i don't have to deal with all

1144
00:42:29,119 --> 00:42:34,400
那些头痛是因为我
those headaches because i i

1145
00:42:32,000 --> 00:42:35,920
我听说情况有多糟，但幸运的是我
i heard how bad it was but fortunately i

1146
00:42:34,400 --> 00:42:37,520
我不需要亲身经历
didn't really have to experience it

1147
00:42:35,920 --> 00:42:39,680
除了担心我们会不会
besides stressing out about if we were

1148
00:42:37,520 --> 00:42:41,119
我们会把所有的资产及时送到
gonna get all of our assets in time to

1149
00:42:39,680 --> 00:42:42,640
实际上我们的船期还是
actually make our ship dates or

1150
00:42:41,119 --> 00:42:44,880
差不多就是这样
something like that

1151
00:42:42,640 --> 00:42:47,760
很好，还有其他有趣的吗
great um so any other interesting

1152
00:42:44,880 --> 00:42:50,160
我错过的故事或方面
stories or aspects that i missed

1153
00:42:47,760 --> 00:42:52,160
我猜你知道其中一个
well i guess you know that one of the

1154
00:42:50,160 --> 00:42:54,000
我们谈论疯狂的事情
crazy things we talk about

1155
00:42:52,160 --> 00:42:55,440
在音乐方面有几件事
a couple things on the music side that i

1156
00:42:54,000 --> 00:42:56,160
我觉得你对这个项目很感兴趣
think are really cool about this project

1157
00:42:55,440 --> 00:42:57,680
是
are

1158
00:42:56,160 --> 00:42:59,200
我想在项目结束的时候
i think at the end of the project we

1159
00:42:57,680 --> 00:43:01,760
你录过八首歌吗
have recorded something like eight

1160
00:42:59,200 --> 00:43:04,319
不同的尺八玩家
different shakuhachi players

1161
00:43:01,760 --> 00:43:06,640
在这两场比赛的过程中
uh over the course of both games and all

1162
00:43:04,319 --> 00:43:08,800
非常壮观，但我真的认为
of them spectacular but i really think

1163
00:43:06,640 --> 00:43:10,560
你知道最后我们听到了你的声音
you know by the end we were hearing you

1164
00:43:08,800 --> 00:43:12,400
认识最优秀的人
know the cream of the crop of of

1165
00:43:10,560 --> 00:43:13,760
尺八玩家的天下哪是
shakuhachi players in the world which is

1166
00:43:12,400 --> 00:43:15,040
这是一件很特别的事
just a really special thing to

1167
00:43:13,760 --> 00:43:18,480
经验
experience

1168
00:43:15,040 --> 00:43:21,119
嗯，等等
um and and on sort of

1169
00:43:18,480 --> 00:43:22,480
Pl加上在the中的边
pl plus sides of being in the the

1170
00:43:21,119 --> 00:43:25,599
梦寐以求的世界
coveted world

1171
00:43:22,480 --> 00:43:27,359
选择传奇模式，不好意思不是
uh for uh legends mode or not sorry not

1172
00:43:25,599 --> 00:43:29,200
传奇模式的导演剪辑，当我们
legends mode the director's cut when we

1173
00:43:27,359 --> 00:43:31,599
我们在做额外的录音吗
were doing the extra recording

1174
00:43:29,200 --> 00:43:34,319
为了比赛的那一部分
uh for for that portion of the game

1175
00:43:31,599 --> 00:43:37,760
有一个星期我相信已经结束了
um there was a week where i believe over

1176
00:43:34,319 --> 00:43:39,040
我们记录的四天的过程
the course of four days we recorded in

1177
00:43:37,760 --> 00:43:42,319
中国。
china

1178
00:43:39,040 --> 00:43:44,000
日本，洛杉矶和纳什维尔
japan los angeles and nashville

1179
00:43:42,319 --> 00:43:46,400
这是我们永远不会拥有的
which is something we never would have

1180
00:43:44,000 --> 00:43:48,079
能在covid之前做到这一点是因为我们
been able to do before covid because we

1181
00:43:46,400 --> 00:43:50,560
会派人去录每段录音吗
would have sent a team to each recording

1182
00:43:48,079 --> 00:43:52,800
会议之间有一两个星期的间隔
session had a week or two in between

1183
00:43:50,560 --> 00:43:54,800
所以那是一种狂野
and uh so that was just kind of a wild

1184
00:43:52,800 --> 00:43:56,000
就像你知道的那样
like whoa like you know this would have

1185
00:43:54,800 --> 00:43:57,680
从未发生过
never happened

1186
00:43:56,000 --> 00:43:59,599
如果不是因为covid和
if it weren't for for covid and the

1187
00:43:57,680 --> 00:44:02,400
改进和有点虚拟
improvements and and sort of virtual

1188
00:43:59,599 --> 00:44:04,720
出席录音会议等
attendance to recording sessions so

1189
00:44:02,400 --> 00:44:06,960
嗯，就是那种狂野的东西
um just kind of kind of wild stuff that

1190
00:44:04,720 --> 00:44:09,760
发生在音乐方面是的，我是说我
happened on the music side yeah i mean i

1191
00:44:06,960 --> 00:44:11,280
我觉得有有很多故事
think there's there's so many stories

1192
00:44:09,760 --> 00:44:13,040
我们可以我们可以分享
that we could we could share that would

1193
00:44:11,280 --> 00:44:15,440
可能还要再花几个小时
probably take up another couple hours of

1194
00:44:13,040 --> 00:44:18,800
就像我们愉快的录音一样
just like fun recording sessions we had

1195
00:44:15,440 --> 00:44:20,319
还有我们以前用过的一些可笑的道具
and um just ridiculous props we used to

1196
00:44:18,800 --> 00:44:22,240
发出声音之类的
make sounds and all those kinds of

1197
00:44:20,319 --> 00:44:25,359
的事情
things

1198
00:44:22,240 --> 00:44:28,480
触觉学真的很有趣
haptics was that was a really fun

1199
00:44:25,359 --> 00:44:30,160
这对我们来说是个有趣的挑战
and interesting challenge for us uh you

1200
00:44:28,480 --> 00:44:32,000
知道我们什么时候进入导演剪辑
know when we moved to the director's cut

1201
00:44:30,160 --> 00:44:34,319
转到ps5
moving to ps5

1202
00:44:32,000 --> 00:44:36,240
显然我们想做触觉，我
obviously we wanted to do haptics and i

1203
00:44:34,319 --> 00:44:37,760
想想我们想要做的事情
think the scope of what we wanted to do

1204
00:44:36,240 --> 00:44:39,680
改变
changed as

1205
00:44:37,760 --> 00:44:42,079
我认为会有更多游戏问世
more games came out you know i think

1206
00:44:39,680 --> 00:44:45,599
很明显，机器人刚出来的时候是善良的
obviously astrobot when it came out kind

1207
00:44:42,079 --> 00:44:48,079
设定了触觉的标准
of set the bar of of what haptics can be

1208
00:44:45,599 --> 00:44:51,200
然后当《归来》出来的时候
and then when returnal came out you know

1209
00:44:48,079 --> 00:44:53,599
这又一次证明了
again that just kind of demonstrated how

1210
00:44:51,200 --> 00:44:55,599
对我们来说，伟大的触觉可以是和的
great haptics can be and and for us we

1211
00:44:53,599 --> 00:44:57,119
我们是在移植这款ps4游戏吗
were essentially porting this ps4 game

1212
00:44:55,599 --> 00:44:58,240
到ps5。
to ps5 so

1213
00:44:57,119 --> 00:45:00,319
我们没有
we weren't

1214
00:44:58,240 --> 00:45:02,079
考虑做任何事
considering doing everything with

1215
00:45:00,319 --> 00:45:04,319
触觉你知道我们不是巨人
haptics you know we were not a giant

1216
00:45:02,079 --> 00:45:06,400
团队，团队重新制作
team the the team for remaster for the

1217
00:45:04,319 --> 00:45:08,640
导演的删减比
director's cut was smaller than than

1218
00:45:06,400 --> 00:45:10,640
这是什么鬼在音频上
what it was for for ghost on the audio

1219
00:45:08,640 --> 00:45:13,040
所以一开始我们要
side so initially we were just going to

1220
00:45:10,640 --> 00:45:14,640
试图达到平等，但实际上
kind of try to reach parity but actually

1221
00:45:13,040 --> 00:45:16,800
你知道，在设计我们的
you know be mindful about designing our

1222
00:45:14,640 --> 00:45:18,319
触觉嗯
haptics um

1223
00:45:16,800 --> 00:45:19,359
这很快就变得明显了
and then that quickly became apparent

1224
00:45:18,319 --> 00:45:22,240
就像没有
like no

1225
00:45:19,359 --> 00:45:25,040
实际上我们真的需要投入
we actually we really need to devote as

1226
00:45:22,240 --> 00:45:26,800
尽可能多地挤出时间
much time as we can and make

1227
00:45:25,040 --> 00:45:28,000
你知道，世界从此变得鲜活起来
you know the world come alive through

1228
00:45:26,800 --> 00:45:30,880
控制器和直通
the controller and through through

1229
00:45:28,000 --> 00:45:33,280
触觉设计所以触觉设计本身就是
haptic design so haptic design itself is

1230
00:45:30,880 --> 00:45:35,200
真的很吸引人，你知道吗
is really fascinating and you know i'd

1231
00:45:33,280 --> 00:45:37,280
我也喜欢加他们来评论
like to add them to comment on it too

1232
00:45:35,200 --> 00:45:39,359
因为这有点像
because it's kind of like a

1233
00:45:37,280 --> 00:45:42,079
独特的声音设计，对吧
unique form of sound design right it's

1234
00:45:39,359 --> 00:45:45,760
它的频率非常小
it's this kind of very small frequency

1235
00:45:42,079 --> 00:45:47,760
波段从50赫兹到500赫兹
bands from like 50 hertz to 500 hertz

1236
00:45:45,760 --> 00:45:49,920
这些波形
and really kind of the waveforms that

1237
00:45:47,760 --> 00:45:52,400
你使用和如何设计
you use and how you design

1238
00:45:49,920 --> 00:45:54,640
这真的会影响这个控制器
just really affects how this controller

1239
00:45:52,400 --> 00:45:56,640
感觉和你知道你有两个
feels and you know you've got two

1240
00:45:54,640 --> 00:45:58,240
扬声器，这样你就可以平移物体
speakers so you can you can pan things

1241
00:45:56,640 --> 00:46:02,079
在扬声器周围移动它
to move it around the speaker and it's

1242
00:45:58,240 --> 00:46:03,839
真的很有趣，但是
it's just really interesting but um

1243
00:46:02,079 --> 00:46:05,599
我认为让我们
one of the things that i think got us to

1244
00:46:03,839 --> 00:46:07,440
我们曾经是质量标杆我们曾经是
the quality bar that we were we were

1245
00:46:05,599 --> 00:46:09,200
真的在寻找
really searching for

1246
00:46:07,440 --> 00:46:11,920
是嗯
was um

1247
00:46:09,200 --> 00:46:14,480
你知道的不会太远
you know not too far

1248
00:46:11,920 --> 00:46:16,400
在导演剪辑结束之前
before the end of director's cut

1249
00:46:14,480 --> 00:46:18,480
嗯，你知道的
um you know we were

1250
00:46:16,400 --> 00:46:20,319
我们之前只做定制
we'd previously just been doing bespoke

1251
00:46:18,480 --> 00:46:22,400
我们的动画的触觉效果是好的
haptics for our cinematics like okay

1252
00:46:20,319 --> 00:46:24,160
我们就挑一些重要的时刻
let's just pick the like big moments and

1253
00:46:22,400 --> 00:46:26,400
我们会对它们进行触觉处理
we'll do haptics for those

1254
00:46:24,160 --> 00:46:29,119
还有我们的技术音效设计师rj
and our technical sound designer rj

1255
00:46:26,400 --> 00:46:31,280
马丁利，他就这么走了
mattingly he just went ahead and

1256
00:46:29,119 --> 00:46:33,359
刚刚用
and just scored an entire scene with

1257
00:46:31,280 --> 00:46:35,839
触觉，你知道，就像
haptics you know just like

1258
00:46:33,359 --> 00:46:37,440
就像我们有7.1流
like we have our 7.1 stream for the

1259
00:46:35,839 --> 00:46:39,680
整部电影他都在继续
entire cinematic he just went ahead and

1260
00:46:37,440 --> 00:46:41,920
为触觉设计了立体流吗
did a stereo stream for haptics

1261
00:46:39,680 --> 00:46:43,599
我觉得这真的很不错
and it was like yeah this is really good

1262
00:46:41,920 --> 00:46:46,400
他说我没花多长时间
and he was like it didn't take me long

1263
00:46:43,599 --> 00:46:47,839
这其实很容易做到
it was it's actually really easy to do

1264
00:46:46,400 --> 00:46:49,119
所以apoorva
so apoorva

1265
00:46:47,839 --> 00:46:52,000
基本上哦
uh basically

1266
00:46:49,119 --> 00:46:54,640
实施了一个系统
uh implemented a system so that along

1267
00:46:52,000 --> 00:46:55,760
用我们的7.1流如果如果有
with our 7.1 stream if if there was a

1268
00:46:54,640 --> 00:46:58,880
触觉流
haptic stream it would just

1269
00:46:55,760 --> 00:47:01,359
也会自动流式传输
automatically stream that as well um

1270
00:46:58,880 --> 00:47:04,160
所以我们实际上可以用a
and so we were actually able to use a

1271
00:47:01,359 --> 00:47:05,599
几个声音设计师从
couple of the sound designers from the

1272
00:47:04,160 --> 00:47:08,480
返回团队
return team

1273
00:47:05,599 --> 00:47:11,920
我们都跳了上去，然后
um and we all kind of just hopped on and

1274
00:47:08,480 --> 00:47:14,319
拍了几场戏然后我们就结束了
did a few scenes and uh and we ended up

1275
00:47:11,920 --> 00:47:17,520
得到每一个um
getting every single um

1276
00:47:14,319 --> 00:47:20,079
过场动画是这样得分的，因为它的触感
cut scene scored that way uh for haptics

1277
00:47:17,520 --> 00:47:22,319
所以那真的那真的很棒
so that was that was really great and

1278
00:47:20,079 --> 00:47:24,800
是的，亚当，我很想听听你的
yeah adam i'd be curious to to hear your

1279
00:47:22,319 --> 00:47:27,839
关于触觉的想法，是的，触觉
thoughts on on haptics yeah haptic

1280
00:47:24,800 --> 00:47:29,839
设计很有趣，因为
design is a funny one because

1281
00:47:27,839 --> 00:47:32,400
你不会经常得到
you don't often get

1282
00:47:29,839 --> 00:47:34,640
你不会经常设计声音
you don't often design sounds

1283
00:47:32,400 --> 00:47:37,040
你最后不会听到的
uh that you don't end up hearing

1284
00:47:34,640 --> 00:47:39,040
这有点疯狂，你能做到吗
which is kind of crazy so you can do

1285
00:47:37,040 --> 00:47:41,040
你那种打破一切的东西
things that you that kind of break all

1286
00:47:39,040 --> 00:47:44,800
规则就像我要
the rules in terms of like i'm going to

1287
00:47:41,040 --> 00:47:46,319
把这个均衡器调高30分贝，比如100赫兹
boost this eq by 30 db at like 100 hertz

1288
00:47:44,800 --> 00:47:48,000
这么疯狂的事，因为你
something crazy like that because you're

1289
00:47:46,319 --> 00:47:50,160
永远不会听到，但你知道你自己
never going to hear it but you know you

1290
00:47:48,000 --> 00:47:52,160
你只是在喂它，所以你知道
just you're just feeding it so you know

1291
00:47:50,160 --> 00:47:55,200
工作流程就是插入
the workflow would be to you know plug

1292
00:47:52,160 --> 00:47:57,599
将控制器插入电脑
your controller into the computer

1293
00:47:55,200 --> 00:47:58,960
和一个合成人乱搞，然后
um and just mess around with a synth and

1294
00:47:57,599 --> 00:48:00,640
你甚至都不用听
you don't even have to listen to it

1295
00:47:58,960 --> 00:48:02,319
有时候你不听会更好
sometimes it's better if you don't hear

1296
00:48:00,640 --> 00:48:04,880
你在做什么，因为你有
what you're doing because you have

1297
00:48:02,319 --> 00:48:07,119
先入为主的想法
preconceptions about like what what what

1298
00:48:04,880 --> 00:48:08,400
听起来不错，但实际上你只是
sounds good but really you're just

1299
00:48:07,119 --> 00:48:10,960
当你设计触觉的时候
when you're designing haptics you just

1300
00:48:08,400 --> 00:48:12,559
想知道什么感觉好，就沉默吧
want to see what feels good so just mute

1301
00:48:10,960 --> 00:48:14,960
音频或把耳机拿出来
the audio or take the headphones out of

1302
00:48:12,559 --> 00:48:18,559
控制器，随便摆弄一下
the controller and just play around with

1303
00:48:14,960 --> 00:48:20,640
直到你感觉到什么
the synth until you feel something uh

1304
00:48:18,559 --> 00:48:22,559
那感觉很好，然后你
that feels good uh you know and then you

1305
00:48:20,640 --> 00:48:24,960
再听一遍，你会觉得天哪
listen back to it you're like oh man

1306
00:48:22,559 --> 00:48:26,800
听起来很可怕，但你知道这很有效
sounds terrible but you know it works it

1307
00:48:24,960 --> 00:48:29,280
作为触觉效果很好，所以它是
works well as a haptic so yeah it's a

1308
00:48:26,800 --> 00:48:30,880
这是一个非常有趣的过程
it's a really interesting process

1309
00:48:29,280 --> 00:48:33,119
在你经历了这些之后
so after you went through there are

1310
00:48:30,880 --> 00:48:35,760
有没有什么一般的经验法则
there any sort of general rules of thumb

1311
00:48:33,119 --> 00:48:37,920
你来这里是为了学习
that you came to to learn in terms of

1312
00:48:35,760 --> 00:48:40,160
这个过程有助于加快速度
that process to help speed things up

1313
00:48:37,920 --> 00:48:43,520
我的意思是，除了
well i mean apart from the fact that

1314
00:48:40,160 --> 00:48:45,680
别别听，我想是因为
don't don't listen to it i think because

1315
00:48:43,520 --> 00:48:47,119
是啊，真的，否则你
yeah really because otherwise you you're

1316
00:48:45,680 --> 00:48:49,760
试着做一些听起来
trying to make something that sounds

1317
00:48:47,119 --> 00:48:51,520
很酷，但不一定感觉
cool and uh it won't necessarily feel

1318
00:48:49,760 --> 00:48:52,640
很好，但是我认为
good but i think

1319
00:48:51,520 --> 00:48:55,680
嗯
um

1320
00:48:52,640 --> 00:48:57,440
平移对触觉有很大帮助
panning helps a lot with haptics uh

1321
00:48:55,680 --> 00:48:59,760
我们有控制器
we've got you know in the controller

1322
00:48:57,440 --> 00:49:02,079
是音响，我不知道那是什么
it's a stereo i don't know what it is

1323
00:48:59,760 --> 00:49:04,160
像振动一样
like a vibration

1324
00:49:02,079 --> 00:49:06,400
控制器
controller

1325
00:49:04,160 --> 00:49:08,720
当你拥有的时候感觉很好
and it feels good when you have

1326
00:49:06,400 --> 00:49:10,880
使用立体图像的东西
something that uses that stereo image

1327
00:49:08,720 --> 00:49:13,280
从左到右从右到左，或者你可以
left to right right to left or you can

1328
00:49:10,880 --> 00:49:15,119
使用你知道的立体宽度插件和
use you know stereo width plugins and

1329
00:49:13,280 --> 00:49:17,440
把这类事情自动化
automate that kind of stuff

1330
00:49:15,119 --> 00:49:19,280
所以我认为任何一种自动化都是可行的
so any kind of automation i think works

1331
00:49:17,440 --> 00:49:20,000
当有变化的时候真的很好
really nicely when there's like a change

1332
00:49:19,280 --> 00:49:22,640
的
of

1333
00:49:20,000 --> 00:49:25,280
振动随时间的变化
of vibration over time

1334
00:49:22,640 --> 00:49:28,079
我要确保反馈是一致的
i making sure that the feedback matches

1335
00:49:25,280 --> 00:49:29,040
行动让你认识你
the action so that the you know you

1336
00:49:28,079 --> 00:49:31,119
真的
really

1337
00:49:29,040 --> 00:49:33,599
就像信封跟随者一样
almost using like an envelope follower

1338
00:49:31,119 --> 00:49:36,079
在你的触觉或设计上
on your haptics or just designing

1339
00:49:33,599 --> 00:49:38,720
触觉和你的声音效果
haptics along with your sound effects so

1340
00:49:36,079 --> 00:49:41,440
和信封上的都吻合
that they match both the the envelope

1341
00:49:38,720 --> 00:49:42,800
振幅和长度因为有
amplitude and the length because having

1342
00:49:41,440 --> 00:49:44,640
那种
that kind of

1343
00:49:42,800 --> 00:49:47,119
与声音一对一的关系
one-to-one relationship with the sound

1344
00:49:44,640 --> 00:49:49,520
触觉振动是巨大的
and the the haptic vibration is huge

1345
00:49:47,119 --> 00:49:52,240
然后我们发现有时候
um and then we found like sometimes

1346
00:49:49,520 --> 00:49:54,000
做一些非常独特的事情只是感觉
doing some really unique stuff just felt

1347
00:49:52,240 --> 00:49:56,240
真的很好，有很多
really good there was a lot of

1348
00:49:54,000 --> 00:49:58,480
电影，你知道我们非常
cinematics where you know we were very

1349
00:49:56,240 --> 00:50:00,240
对我们发送的内容有选择性
selective about what we were sending

1350
00:49:58,480 --> 00:50:01,760
我们设计的是什么触觉
what we were designing for haptics or

1351
00:50:00,240 --> 00:50:03,839
发送到触觉系统，所以有时候我们
sending to the haptics so sometimes we

1352
00:50:01,760 --> 00:50:06,160
会把对话发送给触觉系统吗
would send dialogue to the haptics if it

1353
00:50:03,839 --> 00:50:07,440
是不是很激动地喊了一句又一句
was a really emotional shouted line and

1354
00:50:06,160 --> 00:50:10,079
那会感觉很好，就像
that would feel really good like when

1355
00:50:07,440 --> 00:50:12,480
金在类似的场景中大喊大衣和枪
jin yells coat and gun in the like scene

1356
00:50:10,079 --> 00:50:14,160
当他第一次面对大汗的时候
when he first confronts the khan just

1357
00:50:12,480 --> 00:50:16,640
感觉他在喊
feeling him shout that

1358
00:50:14,160 --> 00:50:20,160
最后我感觉很好
felt really good there was um at the end

1359
00:50:16,640 --> 00:50:20,960
亚里卡拉幽灵的任务
of the um the ghost of yarikala mission

1360
00:50:20,160 --> 00:50:23,520
呃
uh

1361
00:50:20,960 --> 00:50:25,599
音乐变得如此宏大史诗般的宏大
the music just gets so big and epic

1362
00:50:23,520 --> 00:50:27,359
这就是我们要做的
there and so that's actually what we're

1363
00:50:25,599 --> 00:50:29,440
通过触觉传递的是音乐
sending through the haptics is the music

1364
00:50:27,359 --> 00:50:31,520
这样你就能感觉到音乐
so that you're feeling the music as

1365
00:50:29,440 --> 00:50:34,240
你听到了，所以
you're hearing it so yeah it's just

1366
00:50:31,520 --> 00:50:36,480
真是一个迷人的新混合工具
really a fascinating new mix tool really

1367
00:50:34,240 --> 00:50:38,559
在logo屏幕上
on the logo screen

1368
00:50:36,480 --> 00:50:40,640
就在这个logo屏幕上
right here on the logo screen yeah

1369
00:50:38,559 --> 00:50:42,559
人们对我们送的礼物印象深刻
people were very impressed that we sent

1370
00:50:40,640 --> 00:50:44,640
我们的电影
our cinematic

1371
00:50:42,559 --> 00:50:46,880
跟踪我们的标志屏幕通过
uh track for our logo screen through the

1372
00:50:44,640 --> 00:50:49,119
触觉，这只是因为
haptics and it was just because

1373
00:50:46,880 --> 00:50:51,440
我们有技术
we had the uh the technology that

1374
00:50:49,119 --> 00:50:53,440
Apoorva做的很简单
apoorva built it was so easy to just oh

1375
00:50:51,440 --> 00:50:55,920
我们有这部电影，所以我可以
well we've got this movie so i can just

1376
00:50:53,440 --> 00:50:58,079
制作配乐的触觉版本
make a haptic version of that soundtrack

1377
00:50:55,920 --> 00:50:59,839
现在控制器变成了
and now the controller comes to life as

1378
00:50:58,079 --> 00:51:02,079
只要你把光盘放进去就行
soon as you put the disc in all right

1379
00:50:59,839 --> 00:51:05,040
我想谢谢你
well i'd like to thank you for taking

1380
00:51:02,079 --> 00:51:06,559
今天跟我们聊的时间和喜欢
the time to talk with us today and like

1381
00:51:05,040 --> 00:51:08,960
谢谢你做了这么棒的
to thank you for making such a great

1382
00:51:06,559 --> 00:51:11,520
游戏花了很多时间在它和我
game spending many hours in it and i

1383
00:51:08,960 --> 00:51:14,720
非常感谢，谢谢
really appreciate that thanks yeah thank

1384
00:51:11,520 --> 00:51:16,240
谢谢，谢谢，谢谢
you thank you thank you thanks

1385
00:51:14,720 --> 00:51:18,960
谢谢你，阿莱斯特，谢谢你
thank you aleister and thank you to the

1386
00:51:16,240 --> 00:51:20,240
sucker punch公司和索尼公司的人
folks at sucker punch and at sony

1387
00:51:18,960 --> 00:51:22,400
互动，帮助把这个
interactive for helping put this

1388
00:51:20,240 --> 00:51:24,480
就像我提到的，我们
conversation together as i mentioned we

1389
00:51:22,400 --> 00:51:25,839
接下来还有几集吗
have a couple more episodes coming up

1390
00:51:24,480 --> 00:51:27,839
献身于不可思议的工作
devoted to the incredible work being

1391
00:51:25,839 --> 00:51:29,440
在游戏中完成，所以请确保你
done in gaming so please make sure you

1392
00:51:27,839 --> 00:51:32,559
如果你不订阅我们的节目，你会订阅吗
are subscribed to us if you're not

1393
00:51:29,440 --> 00:51:34,480
杜比学院已经为你播报了
already the dolby institute podcast you

1394
00:51:32,559 --> 00:51:36,559
能找到我们专门播客的链接吗
can find links to our dedicated podcast

1395
00:51:34,480 --> 00:51:38,720
订阅我们的节目，或者你可以
feed and our show notes or you can just

1396
00:51:36,559 --> 00:51:41,599
搜索杜比，无论你得到你的
search for dolby wherever you get your

1397
00:51:38,720 --> 00:51:42,319
播客到此结束，感谢收看
podcasts until then thanks for joining

1398
00:51:41,599 --> 00:51:44,160
我们
us

1399
00:51:42,319 --> 00:51:45,920
这是一个声音和图像实验室
this has been sound and image lab it's

1400
00:51:44,160 --> 00:51:48,480
由杜比学院为您带来
brought to you by the dolby institute

1401
00:51:45,920 --> 00:51:50,400
我是主持人格伦·凯泽我们的制片人
i'm your host glenn kaiser our producer

1402
00:51:48,480 --> 00:51:52,720
编辑是Michael Coleman
and editor is michael coleman our

1403
00:51:50,400 --> 00:51:54,720
执行制片人是Amanda schneider
executive producers are amanda schneider

1404
00:51:52,720 --> 00:51:56,880
jack ferry提供生产支持
and jack ferry with production support

1405
00:51:54,720 --> 00:51:59,200
泰勒·海恩斯和我们的制作
by taylor hines and our production

1406
00:51:56,880 --> 00:52:02,760
协调员:sunny Chen
coordinator is sunny chen

1407
00:51:59,200 --> 00:52:02,760
谢谢大家的聆听
thank you for listening

1408
00:52:05,790 --> 00:52:15,329
(音乐)
[Music]

1409
00:52:15,520 --> 00:52:17,599
你
you

