Sentences with phrase «amount of sound effects»

Not exact matches

Describe all the variety and quality of the multiplayer, and the other buns games, such as the incredible sound in Battlefield 3 is difficult, it takes a long time and huge amounts of text, even considering that the single had practically no effect, so if you are not indifferent to the genre of online FPS, just go to the store for a license disk and will not be disappointed... Are you still here?
Describe all the variety and quality of the multiplayer, and the other buns games, such as the incredible sound in Battlefield 3 is difficult, it takes a long time and huge amounts of text, even considering that the single had practically no effect, so if you are not indifferent to the genre of online FPS, just go to the store for a license disk and will not be disappointed... Are you
Likewise, the 5.1 DTS - HD master audio leaves nothing to be desired, distributing strong sound effects, evenly - distributed elements, and a good amount of atmosphere.
«One of the final stages of the process was having a print of the film prepared with the music stripped out for the live mix; the mix in the rehearsals and concert being a constant conversation between the on - stage performances, the film's audio and the room's acoustics, requiring a huge amount of skill and awareness of the moments where a particular element (be it the music, dialogue or sound effects) needs to come to the fore, or be shaded off to make way for another layer.
Stereo effects are nicely done and there is a nice amount of surround sound derived from crowd noises and musical cues.
There's a weight to these robots and the fights they have, as well, an impressive mixture of computer effects, practical creations, and some very effective sound design that all comes together to give the metal - on - metal clanging the right amount of realism.
Sound effects and music make up a good amount of the sound elements and they can at times sound thin and tinny to a harsh deSound effects and music make up a good amount of the sound elements and they can at times sound thin and tinny to a harsh desound elements and they can at times sound thin and tinny to a harsh desound thin and tinny to a harsh degree.
Sound effects, the laugh track, and applause are positioned in the rear channels to create the illusion that viewers are seeing the show filmed live and the music fills all the speakers while employing an impressive amount of bass as well.
The Bose Centerpoint surround feature seems to have a greater effect on the amount of reverb present and less on the physical location of sounds; it's overpowering in the intro to Pink Floyd's «Time» and makes Michael Ruff sound like he's «in an echo chamber,» says Sabin.
Dialogue is crisp and clear and there is a reasonable amount of depth to sound effects.
The soundscape in Oxeye's Cobalt was also praised for «giving it the amount of life it has», with «immersive sound effect work that absolutely sells the atmosphere,» and a soundtrack that «stays away from melodic motifs to let the overall ambience take center stage.»
Sure, the game has a somewhat alright creepy soundtrack, but it features near nonexistent sound effects (bombs barely make sound when they explode), as well as an excessive amount of voice acting.
Sound effects have a distinctly 1980s flavour to match the visuals, with death and power - up chimes amounting to little more than a cascading sequence of bleeps and bloops.
I work on my games alone, that means doing the design, code, art, sound effects and music — and that's just on the actual game which means time is tight if I'm to get a game to market in a reasonable amount of time.
The sound effects are on the mark as well, with just the right amount of silliness to the elements.
There's bright colors, goofy looking characters and sound effects, and a crazy amount of depth to the game thanks to how well the mechanics of both Puyo and Tetris mix.
Storytelling aside, it's obvious that a great amount of care went into crafting each season mode: switching seasons changes everything from the color palette to the sound effects (and even the behavior of other creatures).
Dolby uses its knowledge of how sound reaches your ears to essentially simulate the effect of being surrounded by noise, with sounds from different sources taking an infinitesimally different amount of time to reach each lughole and even taking on a different tone as they travel.
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