spookycookies | Silent Hill 2: Pyramid Head "Saddler Distortion" Cutscene @spookycookies19 | Uploaded November 2015 | Updated October 2024, 19 minutes ago.
This is a leftover thing from the TBFP Re4 compilation I released awhile back. More info below on this one.
When I corrected the Pat vs. Saddler footage, I didn't really think about what the results for the audio would be. So when the result was what happened in the Pat vs. Saddler video, I wanted to go try it out on something else.
I used the Pyramid Head apartment cutscene from Silent Hill 2.
What I did was I took the cutscene and time-compressed it three times. The software I use has a limit on time compression/expansion, so I could only compress it so much each time. After 3 compressions I was able to match it up with what I felt was the same compression amount in the RE4 video.
Then, I reversed the process and expanded the cutscene three times back to its original length, then placed the distorted audio back onto a normal version of the cutscene.
The result is what you see in the video. The audio matches up with the cutscene, only it's been cannibalized from the compression/expansion.
The compression/expansion diminishes the audio levels, and the best way to get the audio back to a normal level was to shift the pitch of the track (merely boosting the audio levels didn't help make it audible).
I had no clue at all what to call this. I still don't.
It's pointless but cool.
This is a leftover thing from the TBFP Re4 compilation I released awhile back. More info below on this one.
When I corrected the Pat vs. Saddler footage, I didn't really think about what the results for the audio would be. So when the result was what happened in the Pat vs. Saddler video, I wanted to go try it out on something else.
I used the Pyramid Head apartment cutscene from Silent Hill 2.
What I did was I took the cutscene and time-compressed it three times. The software I use has a limit on time compression/expansion, so I could only compress it so much each time. After 3 compressions I was able to match it up with what I felt was the same compression amount in the RE4 video.
Then, I reversed the process and expanded the cutscene three times back to its original length, then placed the distorted audio back onto a normal version of the cutscene.
The result is what you see in the video. The audio matches up with the cutscene, only it's been cannibalized from the compression/expansion.
The compression/expansion diminishes the audio levels, and the best way to get the audio back to a normal level was to shift the pitch of the track (merely boosting the audio levels didn't help make it audible).
I had no clue at all what to call this. I still don't.
It's pointless but cool.