Gamasutra.com has recently announced an interview with Crytek Sound Designers Tomas Neumann and Christian Schilling along with Composer Inon Zur, as done by their reporter Mathew Kumarr. This interview was part of the ongoing GDC 2008 convention.
This interview covers the making of Crysis' Audio, which currently takes up 1.7GB on the Crysis DVD with it's 15,000 sound files. It shows the importance of having top notch audio to go along with their state of the art graphics engine, and the many complexities of the sounds in Crysis. Look below for some excerpts from the interview.
Game Design and AudioThe developers discuss the many forms of sound that had to accompany Crysis, including all of the different weapons, and vehicles sounds.
...the game featured 15 vehicles, and they quickly discovered they would have some of the most complex sound events, with each vehicle featuring many moving, sound creating parts, such as opening and closing doors, and could interact with ground materials, had burstable tires and other damage effects
Physical AmbienceAmbient sound effects also played a large part in their sound design, and their initial approach of all sound interactions would be quite complicated!
They created a matrix of all possible sound effect interactions and ended up with over 36,400 entries, but even in Crysis, where they strived for realisim, they had to scale down significantly to optimise their code.
If you wish to learn more about the development of all the different forms of cound in Crysis, click the link below.
Related Links: Full Interview: Interview:
GDC 2008: The Crysis Of AudioCrymod Staff Team