I completely agree with this, it's very hard to come out of the cage sometimes...But we need to if we want to be heard and if we don't, we have no reason to complain when we get supprised at the end.
Audi's future e-tron models will cover long distances powered by practically silent electric motors. To ensure that pedestrians in urban settings will hear them, the brand has developed a synthetic solution: Audi e-sound.
Sound is an especially exciting aspect of a vehicle. Although it can be described in physical terms, there is no substitute for experiencing it firsthand. A car's sound is emotional, not intellectual. Although we consciously register a car's sounds only occasionally while on the road, they are always there -- playing a crucial role in the driving experience. Sounds send signals. Low-range frequencies suggest power and composure, while mid-range frequencies emit sportiness and agility.
In a series-production Audi, a combustion engine currently supplies the music. Conversely, the motor in an electric-powered e-tron is not an option, as it is too quiet and its high frequencies are not exactly melodious. Audi's e-tron models will therefore feature a synthetic sound signature. Rudolf Halbmeir teamed up with his colleagues Axel Brombach and Dr. Lars Hinrichsen to create it.
The e-sound by Audi may be artificial, but it is authentic. In fact, the e-tron itself generates its sound by the millisecond. Dr. Lars Hinrichsen, the expert for hardware and software, explains: "Data relating to the electric motor's rotational speed, vehicle speed, loads, and other parameters is continuously supplied by the vehicle to the control unit. It then uses this data to generate sound."
"Realistic rendering has long been a goal that most games want to achieve. A lot of work has been done on the graphics side over the years to increase realism, including such methods as increasing the number of polygons, adding pixel and vertex shaders, implementing bump and shadow maps, and so on. However, very little has been done on the audio side to increase realism."
"Managing voices in up to seven languages on a project has become an increasingly complex task with the huge increase in game content, especially in the last ten years. Good examples are the Assassin’s Creed brand, with the enormous amount of content involving the history surrounding the game, and Driver San Francisco, with its advanced gameplay and large number of cinematics."
Andrew Quinn, sound designer at Splash Damage, was kind enough to speak to Designing Sound about his work on the recently announced mobile strategy title...