The voice acting is perfect as is the soundtrack that when
mixed with the sound effects and gameplay, it creates a very entertaining title on the PlayStation 4.
Not exact matches
Honey taken before going to bed,
mixed with lukewarm water and warm milk can have a sedative
effect on the nervous system and may provide a
sound and healthy sleep.
An album that does his low - key legacy well,
mixing classic rock - influenced guitar solos and quaint folk
sounds with psychedelic
effects and high - pitched melodies that put Rush's Geddy Lee to shame.
The idea of a «natural»
sound stage is almost at odds
with a film in the Star Wars series, but the
sound mix team here (led by the incomparable Gary Rydstrom) have created an electrically vibrant, totally involving
mix that makes full use of the entire
sound stage,
with effects happily flying around the room in complete sympathy
with what's happening on screen.
The soundtrack preserves the careful
mixing of diegetic and non-diegetic
effects, most notably in how urban street
sounds, particularly of traffic, are used to bridge studio - shot footage
with location shooting.
The nominations will begin
with the categories cinematography, costume design, film editing, makeup and hairstyling, original score, production design, animated short film, live action short film,
sound editing,
sound mixing, and visual
effects.
Kurzel's solution, to
mixed results, is to lay on
with crimson and orange color saturations, the bone - crunching and this - knob - goes - to - 11
sound effects.
«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.
The Dolby Digital and DTS 5.1
mixes are a bit of a letdown, despite much ricocheting of bullet
effects between the split - surrounds; dialogue
sounds damp, particularly
with the DD track, and bass is unusually reserved, if punchy when called to arms.
This
mix utilizes the overhead speakers to get the most out of the experience
with strong
sound effects when needed.
Though a straightforward mono
mix, «Thirst» has some marvelous
sound design that particularly pays off during a hallucinatory «conversion» sequence of sorts,
with wild
sound effects by
mixer Peter Fenton that beautifully intermesh
with Brian May's excellent orchestral score.
The next section is Music &
Sound, which begins with «Designing Sound» (5:39)(SD), a standard sound design featurette that also includes three versions of the famous scene in which the toys cross the road (score - only, effects - only, and the final
Sound, which begins
with «Designing
Sound» (5:39)(SD), a standard sound design featurette that also includes three versions of the famous scene in which the toys cross the road (score - only, effects - only, and the final
Sound» (5:39)(SD), a standard
sound design featurette that also includes three versions of the famous scene in which the toys cross the road (score - only, effects - only, and the final
sound design featurette that also includes three versions of the famous scene in which the toys cross the road (score - only,
effects - only, and the final
mix).
The film's surround audio
mix combines a few pulsating songs
with Marco Beltrami's synth / orchestral shadings and saturated
sound effects, meant to evoke the emphatic «bang!»
Unfortunately, the
sound quality on Race
with the Devil isn't all it could be, as the audio
mix makes the music and
sound effects sound a lot louder than the dialogue track.
Elsewhere, the
mix does strive to put the viewer in the action — an early scene
with Sam Elliott taking an overly - hot shower uses rear - channel
effects to enhance the first - person POV, and a later action scene that takes place outside of the house gains tension from directional
sound work after Lewis's score drops away entirely.
Part I participants include Tamahori, Kinberg, Dafoe, producer Arne L. Schmidt, Ice Cube, Sunny Mabrey, Scott Speedman, Samuel L. Jackson, Nona Gaye, production designer Gavin Bocquet, costume designer Sanja Milkovic Hayes,
with Part II adding comments from technical advisors Dave Kennedy and Harry Humphries, assistant stunt coordinator Mike Gunther, fight coordinator Marcus Young, 2nd unit stunt coordinator Freddie Hice, Xzibit, score
mixer Dennis Sands, composer Marco Beltrami,
sound designer / re-recording
mixer Christopher Boyes, Farrar, De Qattro, visual
effects animation supervisor James Tooley, and visual
effects associate supervisor Samir Hoon.
This
mix is definitely playing
with power,
with wraparound high - octane
sound effects and impeccable discrete separation of elements in the soundscape.
There we see Emmerich chat along
with Chusid, Goulekas, Gordon, Steiger, first AD Kim Winther,
sound mixer Don Cohen, costume designer Renee April, and special
effects supervisor Neil Corbould.
Cohen's straight approach is also mirrored by BT's bombastic score, which follows the same potent
mix of big orchestra
sounds integrated
with electronic sweetening and enhancement
effects.
The original mono
mix was beautifully layered
with sound effects, and it's worth noting that Anchor Bay didn't upgrade the film
with a pseudo-stereo
mix, a practice often applied by studios to older films to upgrade their elements for a surround
sound setup.
The default English 7.1 DTS - HD MA
mix is surprisingly robust for a track from a 1983 film, but a comparison
with the lossy DTS 2.0 stereo alternative reveals significant differences in the
sound effects.
As
with any Mono track, all of the audio comes from the center channel, and the
mix of dialogue, mostly - present»70s score, and a few active
sound effects is satisfactory and never difficult to distinguish.
Rodriguez takes us «Inside Troublemaker Studios» (11 minutes) to give us a tour of his garage, in which he's assembled a
sound mixing stage, along
with editing, music, and special
effects consoles.
Audio: The audio is the industry standard English DTS - HD MA 5.1,
with an accomplished
mix and good use of
effects speakers to produce logical, directional
sound.
A nice bonus, but pretty useless, since the film's Cantonese track is mastered in a robust Dolby 5.1
mix, and the overtly synth score is reduced to a flat mono track, sharing limited headroom
with intrusive
sound effects.
- a lot of focus was put on
sound effects in order to immerse players in the world of Hyrule - the development team worked with Sound Racer, a studio specialized in sound effects - this studio also worked on Xenoblade Chronicles X - they recorded more than 10 000 different sounds for the game - the team used a school bag to simulate the sound of rubbing leather - for the sound of «normal» footsteps, they mixed various kinds of sands - for the sounds of equipment, they had to search for various materials and find ways to use them - they used an actual block of ice to recreate the sound of footsteps on ice - with the ice block, it always ended up melting, or getting cracks when the staff had to walk on it - Link's footsteps were made by a woman - depending on Link's actions and the equipment he's using / wearing, the recorded sounds were separated out individually - the volume is changed as needed to make a particular sound stand out - check out sound effect samples
sound effects in order to immerse players in the world of Hyrule - the development team worked
with Sound Racer, a studio specialized in sound effects - this studio also worked on Xenoblade Chronicles X - they recorded more than 10 000 different sounds for the game - the team used a school bag to simulate the sound of rubbing leather - for the sound of «normal» footsteps, they mixed various kinds of sands - for the sounds of equipment, they had to search for various materials and find ways to use them - they used an actual block of ice to recreate the sound of footsteps on ice - with the ice block, it always ended up melting, or getting cracks when the staff had to walk on it - Link's footsteps were made by a woman - depending on Link's actions and the equipment he's using / wearing, the recorded sounds were separated out individually - the volume is changed as needed to make a particular sound stand out - check out sound effect samples
Sound Racer, a studio specialized in
sound effects - this studio also worked on Xenoblade Chronicles X - they recorded more than 10 000 different sounds for the game - the team used a school bag to simulate the sound of rubbing leather - for the sound of «normal» footsteps, they mixed various kinds of sands - for the sounds of equipment, they had to search for various materials and find ways to use them - they used an actual block of ice to recreate the sound of footsteps on ice - with the ice block, it always ended up melting, or getting cracks when the staff had to walk on it - Link's footsteps were made by a woman - depending on Link's actions and the equipment he's using / wearing, the recorded sounds were separated out individually - the volume is changed as needed to make a particular sound stand out - check out sound effect samples
sound effects - this studio also worked on Xenoblade Chronicles X - they recorded more than 10 000 different
sounds for the game - the team used a school bag to simulate the
sound of rubbing leather - for the sound of «normal» footsteps, they mixed various kinds of sands - for the sounds of equipment, they had to search for various materials and find ways to use them - they used an actual block of ice to recreate the sound of footsteps on ice - with the ice block, it always ended up melting, or getting cracks when the staff had to walk on it - Link's footsteps were made by a woman - depending on Link's actions and the equipment he's using / wearing, the recorded sounds were separated out individually - the volume is changed as needed to make a particular sound stand out - check out sound effect samples
sound of rubbing leather - for the
sound of «normal» footsteps, they mixed various kinds of sands - for the sounds of equipment, they had to search for various materials and find ways to use them - they used an actual block of ice to recreate the sound of footsteps on ice - with the ice block, it always ended up melting, or getting cracks when the staff had to walk on it - Link's footsteps were made by a woman - depending on Link's actions and the equipment he's using / wearing, the recorded sounds were separated out individually - the volume is changed as needed to make a particular sound stand out - check out sound effect samples
sound of «normal» footsteps, they
mixed various kinds of sands - for the
sounds of equipment, they had to search for various materials and find ways to use them - they used an actual block of ice to recreate the
sound of footsteps on ice - with the ice block, it always ended up melting, or getting cracks when the staff had to walk on it - Link's footsteps were made by a woman - depending on Link's actions and the equipment he's using / wearing, the recorded sounds were separated out individually - the volume is changed as needed to make a particular sound stand out - check out sound effect samples
sound of footsteps on ice -
with the ice block, it always ended up melting, or getting cracks when the staff had to walk on it - Link's footsteps were made by a woman - depending on Link's actions and the equipment he's using / wearing, the recorded
sounds were separated out individually - the volume is changed as needed to make a particular
sound stand out - check out sound effect samples
sound stand out - check out
sound effect samples
sound effect samples here
Audio
mixing can be a little off, however,
with moments where the dialogue is drowned out by the
sound effects occurring more often than I would have liked.
It would have been amazing for the gameplay and replay camera angles to include a helicopter camera angle from high above the circuit following the action
with the
sound effect of the helicopter in the audio
mix.
The graphical qualities of the game certainly shouldn't steal the show, though, as Rocksteady have once again provided a stunning level of
sound quality,
mixing a fantastic score
with almost pitch perfect
sound effects.
It will also include special
effects and filters, along
with sound mixing and editing tools.
The less said about the audio the better really, because it is a mixture of repetitive music that tries to
sound spooky,
mixed in
with distorted screaming and annoying
sound effects that just don't add anything to the experience.
Metroid: Other M successfully combines music and
sounds reminiscent of both the classic Metroid games and the Prime series as well as throwing in some more epic elements into the
mix with even a small taste of Mass
Effect in there.
A brilliant score
mixed with standard
sound effects used in the series brings the game to life.
The music is
mixed in very well, the
sound effects tell the story as well as the voices, and the characters deliver their lines
with perfect levels of range and intensity.
Next step is to add some
sound effects and
mix them
with the music and voice over.
«The Secret Garden», Djurberg & Berg's first solo exhibition in Australia, presents a newly commissioned, site - specific installation complete
with sculpture,
sound and video works
mixed to a dazzling
effect characteristic of the artists» style.
If you're not listening closely the powerful bass is enough to divert your attention from these sorts of
effects, but it also actually compounds the problem, upsetting arrangements and at times even making lead vocals
sound almost like incidental parts of a
mix when left to compete
with a strong bass line.