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Thread Statistics | Show CCP posts - 4 post(s) |
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CCP Earworm
C C P C C P Alliance
134
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Posted - 2013.08.02 07:32:00 -
[1] - Quote
This thread made my whole week! Thanks everyone! The sound team is pretty small and we worked our butts off getting this stuff in so it really means a lot to us.
Also as for BF3, I have a lot of respect for the sound team on that game. They went out to the field to play with weapons and vehicles and hear how they sound at different distances, and you can hear the realism and clarity in the overall sound. Our approach was a lot different than theirs though, since we didn't care about realism (though we do care about the lore of how the weapons work). We also wanted to be able easily tell the difference between different types of weapons, and only play sounds from things happening in game. The distance reverb we add to sounds was inspired by BF3. |
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CCP Earworm
C C P C C P Alliance
165
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Posted - 2013.08.08 06:37:00 -
[2] - Quote
Himiko Kuronaga wrote:In Eve they emit a much softer scifi'ish sound that doesn't assault the ears as much as play with them. It's somewhat comparable to the way the Covenant plasma rifles in Halo sound. In Dust, all blasters, all the way down to the Gallente Assault Rifle (which is itself, a blaster) has more of a direct BANG! Sound attached to it. It sounds good, but it's difficult to believe that these are the same kinds of weapons at all.
Isn't this somewhat backwards, though? You would think on the starship scale, the sounds would get bigger and more intimidating, and on the smaller handheld scale they would be softer. Instead it seems the exact opposite is true.
This is something interesting... We, the sound team across Dust and Eve, have talked a lot about unifiying the sounds, making the tech sound consistent across the universe. We're not quite sure about how/when to do this, and it won't be soon. I agree that it doesn't make sense. Some Dust sounds are reworkings of Eve sounds, such as the spawning "decloak" sound. |
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CCP Earworm
C C P C C P Alliance
167
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Posted - 2013.08.08 06:53:00 -
[3] - Quote
Ludvig Enraga wrote:You are the man, CCP Earworm! You are a professional and do your job very well. Thanks for your work!
Thanks, but I don't want to steal the credit, we've got an awesome sound team - my contribution is like the engineer/producer for an album - keep everything on-target and make sure the guys who make the sound have all the tools they need to pull it off. |
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CCP Earworm
C C P C C P Alliance
194
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Posted - 2013.08.09 06:04:00 -
[4] - Quote
Halador Osiris wrote:Speaking of which (if I may jump in and hijack this thread), could you perchance do something about making dropships sound more directional? I think what's going on is that surround sound only really handles 2 dimensions, so it's hard for me to pinpoint a dropship when it's above me. If there is a tank, LAV, or gunfire, I can easily discern which direction it's coming from, but no dice with dropships.
Yeah this is definetly a problem. It's a bit hard to solve since we want to seperate the sounds so each vehicle is easily heard (this devblog gives more detail: http://dust514.com/news/blog/2013/02/dust-514-audio-vision-and-principles/), but where the dropship sits in the frequency spectrum makes it hard for your ears to localize it properly. I know exactly what you're talking about and it's important to hear the position of every vehicle. When we get a chance we will revisit the dropship and solve this problem. |
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