虽然这样成功地实现了宝可梦叫声的空间重现,但由于其中包含了鸟类和昆虫的叫声,因此不能直接在游戏中使用。
However, Mr. Kitamura noticed that the natural sounds of insects and other creatures in the environment sounded “quite similar to electronic sounds from a synthesizer.” He wondered if it would be possible to make the voices of the Pokémon, which are composed of vibrations, sound more realistic by simulating the way they would echo and be affected by obstacles in a real space. To achieve this, he conducted studio recordings of sounds emitted from speakers placed in various directions, which were then recorded by a microphone placed 4 meters high. After much trial and error, he successfully created natural sound effects.
In “Sword and Shield,” multiple sets of sounds were prepared for different times of day and areas where Wooloo could be found. However, there were not many differences between the sounds for each stage due to capacity issues. In “Arceus,” sound sources were prepared by recording the voices of all the Pokémon at close, medium, and long distances, and the sounds were played according to the spawning situation of each Pokémon.
However, in the latest game, which features a large number of Pokémon, the same system cannot be used due to the need for a huge number of assets, including “the number of appearing Pokémon x 5 types of voices x 3 types of distances.” Therefore, in “Scarlet and Violet,” the distance feeling is expressed by adding effects to the sounds. The sound effects of the Pokémon world are created through various ingenious methods for each game.
The variety of Pokémon cries has increased since “X and Y,” with five patterns of “joy, anger, sadness, and realization” in addition to the basic cry played in the Pokédex. However, the waveform characteristics are completely different from those of the first generation “Red and Green,” and adding too many variations could potentially ruin the image of the Pokémon, which is already well-known to users. To address this issue, Mr. Kitamura first conducted interviews with Mr. Junichi Masuda and Mr. Shigeru Ohmori about how the cries were created for “Red and Green.”
据报道,制作《宝可梦传说 阿尔宙斯》的开发团队在音效制作方面,秉持着“创意的融合”和“以音效是否能让用户感到愉悦为重要”的理念。他们与以开发声音设计工具“GameSynth”而闻名的tsugi合作,共同开发了名为“PokeSynth”的原创工具。该工具可以根据原始鸣叫声源,自由调整鸣叫的音调,并根据人类的声音表演进行调整,从而自由生成各种鸣叫声的变化。这使得在剧情中,宝可梦的情感通过鸣叫声变得更加丰富,同时还产生了专门用于其他场景的独特音效。例如,在《宝可梦 朱红·翠绿》的开头,米拉伊多和科莱得恩吃三明治的场景中,基本的鸣叫声被调整为与北村先生的表演相匹配的鸣叫声。