Amazing video ! Been thinking about this topic a lot since a year or so. So much has just been gained perception via repetition in media for generations. Another example is underwater sounds , I grew up listening to all underwater sounds in media being so garbled up and highly void of high frequencies that it was a revelation to me when I found out that sound actually travels better, for larger distances and is better percieved underwater. So much was a lie but its exciting as well because as simulations get better we would slowly get to parity on a lot of sounds with aome sprinkled creativity on top. Fun times ahead for aound design.
tbh i wanted to make a meme comment like "Arma theme intensifies" or something like that. but i rly got hocked. hope you bring more videos like this, talking to the dumb audience like me and not just the sound designers. but pls give the series a name so i know when to join the dumbos when you drop videos like this :P
Hey there! Super happy you found it interesting :) Actually, aside from some occasional "obvious" Sound Design tutorial or product trailer, I try to make every video worthwile for both Sound Designers and "interested" people. Ideally, I'd like to make the world of sound design interesting for everyone! So unless you've already done so, maybe check out some of my other recent videos. :) And thanks, this is great Feedback! I definitely don't want to come across as purely catering to a professional Sound Design audience. :)
Very interesting! You explained that large parts of the sounds we hear are not inherent and actually defined by the surroundings - for that reason, there isn't a single correct way to depict a sound in media. However, at least in theory, it should be possible to simulate these environmental conditions to automatically approximate what we would hear in real life. This has been happening with e. g. video game graphics (PBR) over the past decades. 1. To what extent do you think this will (continue to?) happen with audio in the future? 2. What is the current main limitation: Hardware requirements, software complexity or simply a lack of necessity?
Hey there, good questions! I think both can be answered with one answer. It's definitely performance/tech. Sound propagation becomes very complex really quick once you go past a surface level. Sound bends, consists of a whole bunch of frequencies of which each interacts different with objects or even just the air, and technically every blade of grass reflects a bit of it. I was about to go into even more detail here but I'll spare us that for now :D Let's just say it's just as complex as lighting, maybe even more so in some situations. And we all know what sort of performance partial pathtracing for lighting has. Add to that the fact that there usually are many different sound sources that'd need to be simulated simultaneously and over a long period of time.... oh boy. Another factor might also be the lack of necessity/will - I personally feel that, for a long time, the focus in simulation has definitely been the visual component. The audio one is only starting to get a bit more funding and attention.
Amazing video ! Been thinking about this topic a lot since a year or so. So much has just been gained perception via repetition in media for generations.
Another example is underwater sounds , I grew up listening to all underwater sounds in media being so garbled up and highly void of high frequencies that it was a revelation to me when I found out that sound actually travels better, for larger distances and is better percieved underwater.
So much was a lie but its exciting as well because as simulations get better we would slowly get to parity on a lot of sounds with aome sprinkled creativity on top. Fun times ahead for aound design.
01:50 I now imagine a dragon firing a laser pistol
That's an A++ then, great job, m'dude!
Keep this up man, i was hooked watching this till the end!
Great video, I'm still subscribed from the arma days and didn't expect such an interesting lecture popping up in my timeline 10 years later
Awww made my day, happy you found it interesting! :)
tbh i wanted to make a meme comment like "Arma theme intensifies" or something like that. but i rly got hocked. hope you bring more videos like this, talking to the dumb audience like me and not just the sound designers. but pls give the series a name so i know when to join the dumbos when you drop videos like this :P
Hey there! Super happy you found it interesting :)
Actually, aside from some occasional "obvious" Sound Design tutorial or product trailer, I try to make every video worthwile for both Sound Designers and "interested" people. Ideally, I'd like to make the world of sound design interesting for everyone! So unless you've already done so, maybe check out some of my other recent videos. :)
And thanks, this is great Feedback! I definitely don't want to come across as purely catering to a professional Sound Design audience. :)
10:58 Wilhelm scream
Another great video man, keep it up! Love your content.
Love that you love it, Daniel! Thank you :)
Very interesting!
You explained that large parts of the sounds we hear are not inherent and actually defined by the surroundings - for that reason, there isn't a single correct way to depict a sound in media.
However, at least in theory, it should be possible to simulate these environmental conditions to automatically approximate what we would hear in real life. This has been happening with e. g. video game graphics (PBR) over the past decades.
1. To what extent do you think this will (continue to?) happen with audio in the future?
2. What is the current main limitation: Hardware requirements, software complexity or simply a lack of necessity?
Hey there,
good questions!
I think both can be answered with one answer. It's definitely performance/tech. Sound propagation becomes very complex really quick once you go past a surface level.
Sound bends, consists of a whole bunch of frequencies of which each interacts different with objects or even just the air, and technically every blade of grass reflects a bit of it.
I was about to go into even more detail here but I'll spare us that for now :D
Let's just say it's just as complex as lighting, maybe even more so in some situations. And we all know what sort of performance partial pathtracing for lighting has. Add to that the fact that there usually are many different sound sources that'd need to be simulated simultaneously and over a long period of time.... oh boy.
Another factor might also be the lack of necessity/will - I personally feel that, for a long time, the focus in simulation has definitely been the visual component. The audio one is only starting to get a bit more funding and attention.
top notch content right there :)
Glad you liked it, m'dude!