If you mean one sounds like it has a sort of natural reverb, and another sounds like it was recorded on a studio mic, that's actually how it happens (because a step in the process of sound editing was missed or skipped). Halsin has this problem with different lines, in some cases in the same conversation. This is because some lines were recorded before others, and not all of the lines went through post processing. In a setup such as this, here's how it works:
- Larian gives the actors a script that they will memorize
- Larian puts them in a mocap suit and they act out the script as they're talking (however this is not in a soundbox, so they can't use the audio here, just the mocap)
- Larian then has the actor go into a sound room and record the actual lines on a quality studio mic with sound batts and the like. This is VERY common in movies in general, actors often re-record their lines 'after' the scene is shot because the boom mics and lapel mics just pick up too much background noise
- The animators take the voice lines (from the studio) and the mocap and integrate that together into the character visualizations you see
A hidden step here is that a foley artist has to adjust the voice lines to sound like a character is speaking in a room, or outside etc after the studio line is recorded. (In some cases the game engine can actually do that on the fly depending on the environment). But if that's 'not' done, then some voice lines will sound like they're recorded on a radio, and some will sound more natural. It's not a bug, but rather not all of Wyll's and Halsin's voice lines received the foley treatment needed.
Last edited by Vegor; 15/10/23 03:57 AM.