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  1. One thing I'd really love to talk about, and see some behind the scenes of personally, (me being a big audio artist, and editor), is how Harry Manfredini's work will be implemented into the game. We've all heard Harry's music in all the films, all fantastic! They create the perfect character in atmosphere for all of these films. and we've heard some of the tracks in the Virtual Cabin, but we all know there's going to be more than just THOSE tracks. There are item cues, FEAR cues, event stingers, chase sequence (could be more than one chase song so you don't just get bored of the same chase music over and over again), there's Jason's hunting music. In any event, music on Jason's side may sound completely different from what the music on the counselor side is hearing in that same moment. Will music change dynamically during cinematic moments? For example, Music kicks into gear when you catch sight of Jason, what was the music doing BEFORE that moment? How will the music interact and transition when the player enters a cabin in the middle of said chase? Will it dynamically transition into a moment of tension and decision making, rather than the full blown chase music? Will the music be like Dead by Daylight where it's used as an alarm for the survivor? Or will it be used more cinematic, and only chime in if it suits the scene? (giving Jason the stealth he needs to creep up on a counselor). There are so many questions I have about the audio of this game and how it will meld all these experiences together to create a believable atmosphere. We. Must. Know. Harry. We must know...
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