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Jun 13, 2017 |

Video: HITMAN Season One audio features explained:

By Asbjoern Andersen
Hitman sound design

Sound designer Bjรธrn Jacobsen offers an interesting look at the sound for the critically-acclaimed HITMAN Season One. Hereโ€™s Bjรธrnโ€™s introduction:

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HITMAN Season One was released in 2016 from IO interactive at where I was part of the audio time during the production. In this video Iโ€™ll go over some of the audio features that I designed and created myself.

The footsteps are made in close collaboration with Henriette, our junior sound designer at the time, and she did a great job finishing all the assets needed for this.

The wind distortion system was a very simple system which would allow triggering of a sound, not only wind, when in a given situation, area or both and it had numerous properties to be set for each individual instance of it to allow full control of itโ€™s retriggering abilities.

This video also explains a feature I made called Fake Crowd, which is a system to emulate the feeling of crowd even though the engines crowd system was not used; by calculating the amount of NPCs in a given area and create a sound being played from exactly that spot, without allowing the player to actually determine the source of the crowds talking or noise.

(Thanks to Nicolas Fournel for finding this)