Now THAT is really good news. Elite Dangerous sound design is some of the best I've heard in gaming, everything is so satisfying. I hope that's replicated here in star citizen.
I actually dont like the raw sound of ships in ED cause it sounds like you're inside a helicopter above ground level, space would definetly muffle most of those sounds imo, not mute it, just more muffled..
so THAT explains it. i'm glad CIG is going to give those artists the tools they need to let their creativity shine. i mean, don't get me wrong elite artists do a stellar job too (pretty much the only guys working on that game nowadays) but you can clearly see they where out of the technical rope 3 months after horizon
I'm really waiting for some sounds that add some weight to the ships when landing. When a ship lands in the game at the moment it feels weightless, as it's like a model ship landing instead of something that weighs a few hundred tons.
Personally, sound is equally important as visual for immersion, if not more. Even an imax will have bad visual, but the surround sound makes up for it.
I have to disagree, personally I think the sound stage and sound performance is more important. Watch the opening of starwars 3 without the bass and I guarantee you will not have the same reaction if listen to the same opening in full Atmos.
It would be interesting to see a different speed needed to achieve a sonic boom on every planet. Some moons have thin atmospheres, others have none at all(So no boom), and some have heavier/thicker atmospheres, so the boom would happen at lower speeds.
@@xmads132 yeah it would. the speed of sound depends on a wide array of variables but they are gonna have all that information in the game already with all the data they are using for the biomes and weather tech, so who knows what they can do with that.
Can we please just appreciate that CIG gives their Employees enough freedom so they can deliver us things like this or Quantum! It's amazing, what star citizen already developed and I think we can't appreciate this enough!
This is exactly the kind of viceral experience i was wanting for in star citizen. you can feel the ship come aline in side you with the audio experience! good job guys!
YES! Imagine how cool it would be if the space would be really silent, if things outside in space wouldn't "make" all those silly sounds. The game would be so much more atmospheric, and the sound designers could play with the contrast of the silent space vs ship interiors or atmosphere. Saddly, that is not the direction SC took :( So, nope, do not expect realistic sound implementation.
@@mirkywater8635 Aahh, so it is the same lame excuse like in Elite Dangerous. Instead of embracing the silence of the space and use it to increase immersion and atmosphere, some designer thought the space would be too boring without sounds so they came up with this excuse. Its ok, you cant please everybody - if they'd do it my way, then there would be ppl complaining about the lack of sounds. There is a lot of stuff like that that irks me about SC, be it the pew pew pew lazors, the magical visible scanning aura, the magical mining laser, etc. - again, you cant please everybody :)
@@tomasbuzga8995 My take on the sound has always been what we're hearing is the inside vibrations the sound is making. Again, CIG said long ago they would forgo realism for game play fun. If I fire a weapon and hear no sound how will I know it even fired?
@@Jamestismyname "we're hearing is the inside vibrations the sound is making" I dont understand what you mean there by "inside vibrations", but anyway, as somebody mentioned in some reply above, the explanation for hearing other ship explosions from outside while sitting in our ship in space, is because the ship is simulating it. Which means the ship is "watching" for all kinds of radiations produced by such explosions, other ships engines, weapons fire, etc., and translates that for the pilot into sounds played via ship's built-in home theater dolby surround system :) ...i can't help myself cringe so hard that my face hurts :-) You mean how would you know somebody fired upon your ship? Of course there should be sounds you can hear when you fire YOUR ship's weapons - sounds that come from any mechanisms involved in the process, trasfered throughout the ship by vibration and via air (if present) inside the ship. But this is not what i meant, what i dislike is the fact taht you hear sounds coming from outside, form other ships (the result of the supposed ship's built-in "home theater system"). I would very much prefer if instead of hearing "KABOOM!" when something outside explodes, or "pew pewpew!" when somebody outside fires their weapons, you would sit in relative silence (if your ship's engines allow us to call that a silence) interrupted by a sudden computer bleep telling you about shots being fired, followed by a visible hit to the shields, with radar showing you the direction and in most cases also the contact it came from. I find it immersion breaking, hearing the sounds "from outside", and the idea of ship's built-in home cinema system playing these sounds, is just silly. It felt silly in ED, and it feels twice as much silly in SC, but of course thats just me, other ppl apparently like it, thats life, and life sucks :)
@@tomasbuzga8995 I was also wishing for a "silent" space, and the computer simulations actually being more obvious simulations (say, beeps and alerts, say an enemy shoots a cannon, you'd be hearing a specific long beep, or repeaters, you'd be hearing a continuous stream of beeps), and the feeling of isolation in space. Of course, "you could turn it off to have the silence of space", but that'd put you at a great disadvantage when everyone else has increased situational awareness since they won't be disabling it. Don't get me wrong. For me, it isn't a deal breaker for Star Citizen. I have fun with the game and overall it is immersive despite these things, but I agree it kills the sense of isolation in space. It would have been nice, also, because it would make atmospheric combat vastly different, since in atmosphere you would be hearing everything. The contrast itself would make it feel like a different experience, even if it is almost the same thing. Also, I disagree that the silence of space is boring. True, silence is boring, but in space, as I said, it gives that "isolation" feel. It isn't even supposed to be completely silent, you'd just be hearing the engines, the rattling of your ship material and components, your ship being hit, and the sound your guns make going through all the metal and air inside your ship, making everything resonate loudly. The sound of guns, also, are pretty weak. I do like the ship weapon sounds, but they sound really soft compared to an actual gun. (Go look for shooting videos of the a-10 thunderbolt if you need a reference, that "mooing" the gun makes from a distance is terrifying, and when close up that thing is deafeningly loud).
I am not so much the audio guy. I think was these guys do is really great and it brings the hole game to live. Me personaly a dont be so audio focust, but what these guys do, you normaly don´t realy notice, but i think its really important. Even with all the fancy Grafix it would be a very flat universe without all the audio clues and effects. Great work. go on.
Sounds should sound believable and if they blend into your gameplay it means they did a great job. Definitely do t have to be audio guy a s analyze every sound you hear, sounds just have to increase the immersion.
So cool!!!!! I love how realistic everything sounds in this game, it just adds to the immersion even MORE. And to me, immersion is the most important aspect of a game.
I hope that the simulated sounds in space will come from an actual component in the ship that can be disabled, destroyed etc and they're not crreating sounds in space as if there was atmosphere with no in game interaction
Outstanding job so far! I really look forward to when each component makes its own noises; especially on larger ships where you might notice a new rattle/humming from a panel in a hallway because the filters need changed or something.
Looks like sound creation is in good hands with such talented guys making up the audio team. Can't wait for more features and improvements in future releases.
Upgraded to a Sony 85 inch 4k screen, where the cockpit is visually the correct dimension...but what really drives it home for me is the constant sound rumbling from the 9.2 channels of the THX surround sound speaker system... Thank you! :)
I can definitely see where ALL sounds traveling at the speed of sound may affect the user experience but I do think specifically with Sonic booms, its something people are expecting when flying in atmosphere and it feels like your powerful. I also think maybe the sound delay maybe cool for ground troops but not such a realistic delay. A short delay might bring the experience to inbetweeen sim and fun
When they finally played everything together at 34:17 i was actually quite disappointed. I found everything sat in the highs and the mids and sounded really muddled together. There was no distinction between thruster and wind noise, it all just kinda coalesced into a high/mid white noise that was quite abrasive. Wheres the distinct sounds like a panel to the left of the pilot vibrating? or a single thruster on the right pushing the ship into a barrel roll. Maybe this is just a result of not listening to the raw audio but rather through a microphone picking up speakers. We'll see I guess when this all comes together in the PU.
Thank you for the feedback. I must say the audio did suffer a little bit in the video I think! It is a work in progress and we're constantly iterating on it :)
Getting the mic signal mixed in here, complete with reverb from the conference room, is I think really messing with that deliberate 3D placement they were talking about and making everything sound messy. I imagine that the stereo separation caused by simulating where the sounds are coming from will really help to make it all fit together and improve immersion.
Actually the movements of the ships looks too fast , too direct , like there is no smooth transition between the keyboard signal and the rolling of the ship, I find it annoying , I find this feeling more balanced on heavier ships like the hammerhead. It is more realistic on bigger ships than on small ships. Any way to correct this ?
When I started flying, one of the things that stood out to me a ton with the sound was how loud the airflow is over the airframe. After you pull the power back from a cruise to enter a traffic pattern, it feel like slowly rolling the window up in a car on the highway. It's nice to see them adding this level of detail to the audio! Edit: Obviously I'm talking about this example for atmosphere! I'm hoping they get a bit more immersive for space flight.
does anyone else ever park on a mountain range at dusk on a windy moon and just lay in bed listening the wind against the hull as the stars roll by? probably just me.
My personal feedback for sound development would be to have better landing noises for landing gear on different surfaces. The ships seem to really lack any Ship to Ground contact noises. If i land with gear up the noise of the sliding across the ground should be different based on grass field, gravely, snow, rock, sand and such. Same goes for landing with steel skids on those different surfaces. Can’t forget wet surfaces as well.
The potential for differential between the speed of light(seeing an event) and speed of sound(hearing it) for distant events is great. We are all familiar with the delay between lightning and thunder, or fireworks flash and the associated bang. We are even able to gauge the distance by how delayed the sound is. While it might seem odd at first, I feel like it would be easy to get used to and would even help players better appreciate the sense of scale of Star Citizen.
If you could figure out a simple enough way to simulate speed of sound, that would be nerdy awesomeness and another pioneer thing in gaming AFAIK, and bring the game even closer to feeling like real life because of the lack of artificial tweaks like instantly audible sound of distant explosions and such. It's worth experimenting with in some scripted/staged test scenarios and immerse yourself for a while in that experience. I think it would bring you much deeper into the feeling of being in an atmosphere. I think for lightning strikes and such it is already done in games, because it would just feel way to cheesy-artificial if you heard the thunder immediately. ... Although, when talking about space combat, it gets tricky, because there we assume artificially created assistive sounds in your helmet for situational awareness, diegetical stuff. But those could still be a thing, then only the transition point needs to be done well, and people should eventually be able to choose not having those assistive sounds.
I know not all players will dig it, but I think the speed of sound 'delay' - e.g. delayed takedown explosions of ships you've just shot - would be epic. You see the "fireworks" first and then a moment later a tiny ripple through your ship with the explosive sound. Sonic booms would be tough, but it would be cool to add the effect of the boom at the very least when speeding up to 343m/s on more "regular" planets - keeping it simple rather than going for full sim.
As a boy in the 60's, we would attend air shows at the local air base...I remember watching a jet fly overhead and turning as it flew by just above our heads at supersonic speed, faster than speed of sound....then the breaking of the sound barrier blast would hit us from behind, instantly terrifying us beyond belief. Today I believe the pilots are no longer allowed to do this above the crowds.
Hi Citizens, Hiiii Audio Team, whats up with the Sounds of the components in the cockpit before you fire up the engines? Sounds of whistle, rustle of ventilators, like in a big Jet after `Cold and Dark` and the "Displays" etc. start working
For the emerging social interactions with the perfection of FOIP & ship to ship & ship to ground comms and just talking with people, I think that this opens up a kind of experience not unlike what Second Life should have been. Consideration should be given to events like concerts, doing a reading for a group of people, or any social gathering, putting on a play, playing instruments, singing/performing, everything that a person would want to do over and above mining and trading and all the rest .Racing will be cool, but so too will hanging out with the right people and navigating the societal sphere within the relative safety of UEE territory. Pirates will have their own slightly less civilized revelry of course, but in many ways they'll be outside of the main social sphere & norms of the UEE, until the day that Terra takes power from Earth, a great event in the future Lore that will reorganize & reconfigure the lines of power and influence, economically and socio-politically.
Doppler! High speed passes in the video finally had that.. I also want them to increase the low level flight speeds as right now, it is like taking a slow Sunday drive in most places at low altitude.
@@IceyJones Sorry but most ships do not even come close to those speeds at real low altitudes. Average is 120 from larger ships to about 220 for smaller ships. I.E. way to slow. If you watch this very video above, they are clearly running at speeds we should be able to fly at at NOE/NAP (Nap of the Earth Flight). I understand they have atmospheric limits for flight but trust me, they are way way too constrictive for any kind of realism.. I have no problem with some restriction but there comes a time when too much is just that, too much restriction for any kind of fun.
32:00 how do you feel about sounds in first person? Because you talk about not hearing each individual ship about 5. I assume it works similarly in games I play like Squad where you only hear so many people shooting. In those games I always want more sound from further away. But I wonder if it would just puddle together into mud. Cause in Star Citizen what if theres a capital ship in orbit bombarding an outpost, and I'm on a mountain watching it go down. And you're going to want to see the blast. Then you hear it after the fact. And the air cracks with tension. You know what I mean. Oh. Gosh. Keep up the good work.
The system to decide what you hear will be more intelligent in the future. This is just the way it is for now :) We want to infer more semantic data from the game to get an idea of the actual situation in game to make the kind of scenario you mention definitely be audible!
I'm all about more immersive sound! Elite Dangerous has a fantastic sound and feedback from the ship (especially jumping to new solar systems) and I really hope Star Citizen can match or surpass the immersion! As for the sounds just presented.. too high pitched and not enough bass. The wind sound is a little on the irritating side. I would also prefer the deep hum of the engine rather than the high pitched wind noises like IRL. As much as I like it being close to reality, I'd prefer it sounding cool
I love those ship sounds, but as a Space Engineers player that plays on realistic sound, I'd love it more if there is no sound in space aside from anything that the player touches. Delayed explosion due to sound travelling through the medium as well as no sound in space could add a layer of gameplay. Since you guys are going for realism-ish in ship designs, planets, and fps component. Just go all out on the realism.
@@daweitao2668 yeah but having it as an Option means some players will have advantage over those that don't use it, it's just better to make it standard for all imo
I hope we're getting a nice rework for the audio inside ships while in a quantum jump. Currently it's so noisy, keeps repeating sounds of metal screeching and is just not pleasing when being in "downtime". It was so nice to stay in the elevators in the 890 Jump during the recent IAE as there quantum travel sound could not be heard in there!
Did anyone notice in the video demo how nice and clean the cockpit front windshield was, HUD is where it should be and nothing else ----top left top right displays = useless.
We need an option to toggle flyby sounds in space. To me the only thing you should hear in space is the sound made by your own ship or what affects it. Flyby sounds in space brakes my immersion... Same goes for weapon sounds, when my ship fires I could hear vibrations in my ship but I don't what to hear ennemies fireing in space.
I wonder if they'll be doing Directional Sounds like how Rainbow 6 Siege does it. (Try's to at least lol) Because when crouched near a wall with a hole in it, I can hear if someones coming from the left side down the hall, vs. if someone was coming from the right side, either running or walking or stepping on items like glass or barb-wire.
Maybe it would have been good to record the audio coming out of the computer directly for a conference all about audio. I mean, I love having everything sound like it's being played inside a giant tin can as much as the next person but I'm also a logical and reasonable person that likes doing things that make sense.
Show breakdown. 1.Talk talk talk. Listen to this 2. Loud noice. 3.Talk talk talk. Listen to this 4. Same Loud noice. 5.Talk talk talk. Listen to this 6. Same Loud noice. 7.Talk talk talk. Listen to this 8. Kinda the same Loud noice. Ehh cool i guess.. Interesting... This is not a problem for any other department, but each time there is talk about sound design in SC. The sound is messed up. Badly balance like here that will blow your speakers or super bad quality over coms as in the weekly shows. XD Okay to be real for a second. I feel it all sounds are very muffled and while i remember being more impressed by other demos, i don't see to many connections with what the ship is doing and the actual sound. Making all this dynamic sound kinda pointless. Check time stamp 35:33 Sound and ship are not connected, it feels weightless and uncanny. Ofc making it too "clear" will make it annoying but still. Wip i guess.
kent haysen that's pretty negative. How would do a sound presentation other than explains what you're doing followed by snippets of sound to demonstrate the point?! 😒
@@mrblobby6284 ?! The presentation itself is fine, i didn't mention there bieng anything wrong with the format. The product however falls short in a few places. I'm sorry you did not get the joke, and also does not seem to have the memory or info of the greater context of video content. You are always welcome to read my comment again and reflect on the actual things said. Best regards.
I really like the sounds for SC overall, very believable. The only thing is some of the ship noises are simply unbearably annoying. The deafening , repeating crack of thrusters hammering my eardrums every time I make the slightest adjustment in course while everything else seems about normal makes me avoid certain ships. Having a shotgun blast going off beside my head over and over while flying around is really fatiguing. I'm guessing/hoping those are just bugs for now as everything else sounds great, but the thrusters make me take off my headphones and play without audio.
This is the best shield impact sound in scifi my opinion. ruclips.net/video/56iTxduUacs/видео.html I also hate pew pew guns and prefer honking great beam weapons and torpedoes. Shame we have none :(
@@ClarenceFM I said other ships. So of course the sound of your own ship would still be there... Think about it. You have the sound of the ship, its thrusters and maybe its hull bending a bit (no athmospheric effects though). Also Weapon sounds of your own ship and the impact of enemys weapons. I think that would be pretty awesome. One beneficial excample would be, that space fights would differ even more to athmospheric ones.
Their comments make me thing that these devs are uneducated. They should know that even in anmosphere, jet pilot does not hear their own engines as overwhelmingly loud as they're in Star Citizen IN SPACE. It's not cool, it's annoying. From gameplay standpoint sound is vital, yes. But then again, from the same gameplay standpoint, we don't need deafening engine to force us to adjust sound levels. Especially when there shouldn't be need to adjust those levels, because the most you can hear in jet's cockpit is muffled humming.
Fun Fact: Yogi Klatt worked previsouly for Frontier on Elite Dangerous
Now THAT is really good news. Elite Dangerous sound design is some of the best I've heard in gaming, everything is so satisfying. I hope that's replicated here in star citizen.
nice as much as i hate that game the ship sounds are great.
Love the sound design in Elite Dangerous. Really immersive
I actually dont like the raw sound of ships in ED cause it sounds like you're inside a helicopter above ground level, space would definetly muffle most of those sounds imo, not mute it, just more muffled..
so THAT explains it. i'm glad CIG is going to give those artists the tools they need to let their creativity shine. i mean, don't get me wrong elite artists do a stellar job too (pretty much the only guys working on that game nowadays) but you can clearly see they where out of the technical rope 3 months after horizon
I'm really waiting for some sounds that add some weight to the ships when landing. When a ship lands in the game at the moment it feels weightless, as it's like a model ship landing instead of something that weighs a few hundred tons.
They have to do a lot of work on landing as a whole. Ships indeed feel waaaaay too light when landing.
Sand blowing around, or snow, is a needed detail aswell.
Personally, sound is equally important as visual for immersion, if not more. Even an imax will have bad visual, but the surround sound makes up for it.
true sound is one of these things that you usually don't consciously notice when it is there. but immediately notice when it is gone/broken.
Not always the case.
2001. ;o)
Kubrick was a visual genius.
I have to disagree, personally I think the sound stage and sound performance is more important. Watch the opening of starwars 3 without the bass and I guarantee you will not have the same reaction if listen to the same opening in full Atmos.
I am waitin for the sonic boom :D
It's something I've always wanted in the game. The ship sounds have always been cool as they were but I really look forward to improvements.
It would be interesting to see a different speed needed to achieve a sonic boom on every planet. Some moons have thin atmospheres, others have none at all(So no boom), and some have heavier/thicker atmospheres, so the boom would happen at lower speeds.
@@xmads132 This is what he said on the video
@@xmads132 yeah it would. the speed of sound depends on a wide array of variables but they are gonna have all that information in the game already with all the data they are using for the biomes and weather tech, so who knows what they can do with that.
This is why I enjoy backing this company, I learn a lot which helps me in school.
Can we please just appreciate that CIG gives their Employees enough freedom so they can deliver us things like this or Quantum! It's amazing, what star citizen already developed and I think we can't appreciate this enough!
The audio team really does an incredible job at adding another level of immersion to Star Citizen!
This is exactly the kind of viceral experience i was wanting for in star citizen. you can feel the ship come aline in side you with the audio experience! good job guys!
I would love to have realistic sound implementation! Speeds of sound etc. Really cool.
YES! Imagine how cool it would be if the space would be really silent, if things outside in space wouldn't "make" all those silly sounds. The game would be so much more atmospheric, and the sound designers could play with the contrast of the silent space vs ship interiors or atmosphere. Saddly, that is not the direction SC took :(
So, nope, do not expect realistic sound implementation.
@@mirkywater8635 Aahh, so it is the same lame excuse like in Elite Dangerous.
Instead of embracing the silence of the space and use it to increase immersion and atmosphere, some designer thought the space would be too boring without sounds so they came up with this excuse.
Its ok, you cant please everybody - if they'd do it my way, then there would be ppl complaining about the lack of sounds.
There is a lot of stuff like that that irks me about SC, be it the pew pew pew lazors, the magical visible scanning aura, the magical mining laser, etc. - again, you cant please everybody :)
@@tomasbuzga8995 My take on the sound has always been what we're hearing is the inside vibrations the sound is making. Again, CIG said long ago they would forgo realism for game play fun. If I fire a weapon and hear no sound how will I know it even fired?
@@Jamestismyname "we're hearing is the inside vibrations the sound is making"
I dont understand what you mean there by "inside vibrations", but anyway, as somebody mentioned in some reply above, the explanation for hearing other ship explosions from outside while sitting in our ship in space, is because the ship is simulating it.
Which means the ship is "watching" for all kinds of radiations produced by such explosions, other ships engines, weapons fire, etc., and translates that for the pilot into sounds played via ship's built-in home theater dolby surround system :)
...i can't help myself cringe so hard that my face hurts :-)
You mean how would you know somebody fired upon your ship?
Of course there should be sounds you can hear when you fire YOUR ship's weapons - sounds that come from any mechanisms involved in the process, trasfered throughout the ship by vibration and via air (if present) inside the ship.
But this is not what i meant, what i dislike is the fact taht you hear sounds coming from outside, form other ships (the result of the supposed ship's built-in "home theater system").
I would very much prefer if instead of hearing "KABOOM!" when something outside explodes, or "pew pewpew!" when somebody outside fires their weapons, you would sit in relative silence (if your ship's engines allow us to call that a silence) interrupted by a sudden computer bleep telling you about shots being fired, followed by a visible hit to the shields, with radar showing you the direction and in most cases also the contact it came from.
I find it immersion breaking, hearing the sounds "from outside", and the idea of ship's built-in home cinema system playing these sounds, is just silly.
It felt silly in ED, and it feels twice as much silly in SC, but of course thats just me, other ppl apparently like it, thats life, and life sucks :)
@@tomasbuzga8995 I was also wishing for a "silent" space, and the computer simulations actually being more obvious simulations (say, beeps and alerts, say an enemy shoots a cannon, you'd be hearing a specific long beep, or repeaters, you'd be hearing a continuous stream of beeps), and the feeling of isolation in space. Of course, "you could turn it off to have the silence of space", but that'd put you at a great disadvantage when everyone else has increased situational awareness since they won't be disabling it.
Don't get me wrong. For me, it isn't a deal breaker for Star Citizen. I have fun with the game and overall it is immersive despite these things, but I agree it kills the sense of isolation in space. It would have been nice, also, because it would make atmospheric combat vastly different, since in atmosphere you would be hearing everything. The contrast itself would make it feel like a different experience, even if it is almost the same thing.
Also, I disagree that the silence of space is boring. True, silence is boring, but in space, as I said, it gives that "isolation" feel. It isn't even supposed to be completely silent, you'd just be hearing the engines, the rattling of your ship material and components, your ship being hit, and the sound your guns make going through all the metal and air inside your ship, making everything resonate loudly.
The sound of guns, also, are pretty weak. I do like the ship weapon sounds, but they sound really soft compared to an actual gun. (Go look for shooting videos of the a-10 thunderbolt if you need a reference, that "mooing" the gun makes from a distance is terrifying, and when close up that thing is deafeningly loud).
Ayyy, now this is the panel I was waiting for to be uploaded! o7 CIG Audio Team!
^ HIRE THIS MAN CIG! :p
I am not so much the audio guy. I think was these guys do is really great and it brings the hole game to live. Me personaly a dont be so audio focust, but what these guys do, you normaly don´t realy notice, but i think its really important. Even with all the fancy Grafix it would be a very flat universe without all the audio clues and effects. Great work. go on.
Whole not hole
Sounds should sound believable and if they blend into your gameplay it means they did a great job. Definitely do t have to be audio guy a s analyze every sound you hear, sounds just have to increase the immersion.
good sound engineering is hard to do in games and so far they've done a pretty good job and I look forward to improvements to the sound design.
So cool!!!!! I love how realistic everything sounds in this game, it just adds to the immersion even MORE. And to me, immersion is the most important aspect of a game.
Can’t wait for this stuff to hit the PU
I hope that the simulated sounds in space will come from an actual component in the ship that can be disabled, destroyed etc and they're not crreating sounds in space as if there was atmosphere with no in game interaction
Outstanding job so far! I really look forward to when each component makes its own noises; especially on larger ships where you might notice a new rattle/humming from a panel in a hallway because the filters need changed or something.
Looks like sound creation is in good hands with such talented guys making up the audio team. Can't wait for more features and improvements in future releases.
Upgraded to a Sony 85 inch 4k screen, where the cockpit is visually the correct dimension...but what really drives it home for me is the constant sound rumbling from the 9.2 channels of the THX surround sound speaker system... Thank you! :)
@Solve Everything as in the Buttkicker transducer kinda fun yes!
As an audiophile and a jet and ship enthusiast this is gold to me.
I can definitely see where ALL sounds traveling at the speed of sound may affect the user experience but I do think specifically with Sonic booms, its something people are expecting when flying in atmosphere and it feels like your powerful. I also think maybe the sound delay maybe cool for ground troops but not such a realistic delay. A short delay might bring the experience to inbetweeen sim and fun
When they finally played everything together at 34:17 i was actually quite disappointed. I found everything sat in the highs and the mids and sounded really muddled together. There was no distinction between thruster and wind noise, it all just kinda coalesced into a high/mid white noise that was quite abrasive. Wheres the distinct sounds like a panel to the left of the pilot vibrating? or a single thruster on the right pushing the ship into a barrel roll.
Maybe this is just a result of not listening to the raw audio but rather through a microphone picking up speakers. We'll see I guess when this all comes together in the PU.
It sounds like it's in a tunnel with weird reverberation to me.
Thank you for the feedback. I must say the audio did suffer a little bit in the video I think!
It is a work in progress and we're constantly iterating on it :)
Getting the mic signal mixed in here, complete with reverb from the conference room, is I think really messing with that deliberate 3D placement they were talking about and making everything sound messy.
I imagine that the stereo separation caused by simulating where the sounds are coming from will really help to make it all fit together and improve immersion.
It's because of the stream obviously, in game it will be alot better
@@joshadambell we believe in you guys
Actually the movements of the ships looks too fast , too direct , like there is no smooth transition between the keyboard signal and the rolling of the ship, I find it annoying , I find this feeling more balanced on heavier ships like the hammerhead. It is more realistic on bigger ships than on small ships. Any way to correct this ?
When I started flying, one of the things that stood out to me a ton with the sound was how loud the airflow is over the airframe. After you pull the power back from a cruise to enter a traffic pattern, it feel like slowly rolling the window up in a car on the highway. It's nice to see them adding this level of detail to the audio!
Edit: Obviously I'm talking about this example for atmosphere! I'm hoping they get a bit more immersive for space flight.
does anyone else ever park on a mountain range at dusk on a windy moon and just lay in bed listening the wind against the hull as the stars roll by? probably just me.
the song of this game is awesome
You had me at badass Gladius flyby
My personal feedback for sound development would be to have better landing noises for landing gear on different surfaces. The ships seem to really lack any Ship to Ground contact noises. If i land with gear up the noise of the sliding across the ground should be different based on grass field, gravely, snow, rock, sand and such. Same goes for landing with steel skids on those different surfaces. Can’t forget wet surfaces as well.
The potential for differential between the speed of light(seeing an event) and speed of sound(hearing it) for distant events is great. We are all familiar with the delay between lightning and thunder, or fireworks flash and the associated bang. We are even able to gauge the distance by how delayed the sound is. While it might seem odd at first, I feel like it would be easy to get used to and would even help players better appreciate the sense of scale of Star Citizen.
but what speed of sound would you use for the simulated sound in space? Should we hear the sound two times when in atmosphere?
If you could figure out a simple enough way to simulate speed of sound, that would be nerdy awesomeness and another pioneer thing in gaming AFAIK, and bring the game even closer to feeling like real life because of the lack of artificial tweaks like instantly audible sound of distant explosions and such. It's worth experimenting with in some scripted/staged test scenarios and immerse yourself for a while in that experience. I think it would bring you much deeper into the feeling of being in an atmosphere.
I think for lightning strikes and such it is already done in games, because it would just feel way to cheesy-artificial if you heard the thunder immediately. ...
Although, when talking about space combat, it gets tricky, because there we assume artificially created assistive sounds in your helmet for situational awareness, diegetical stuff. But those could still be a thing, then only the transition point needs to be done well, and people should eventually be able to choose not having those assistive sounds.
Arma 3 has that ruclips.net/video/XDV8RJQLUK0/видео.html
the iron triangle of gaming:
intertainment formula;
visual+effects=graphics
audio+effects=emmersion
gameplay+effects=fun
I know not all players will dig it, but I think the speed of sound 'delay' - e.g. delayed takedown explosions of ships you've just shot - would be epic. You see the "fireworks" first and then a moment later a tiny ripple through your ship with the explosive sound. Sonic booms would be tough, but it would be cool to add the effect of the boom at the very least when speeding up to 343m/s on more "regular" planets - keeping it simple rather than going for full sim.
As a boy in the 60's, we would attend air shows at the local air base...I remember watching a jet fly overhead and turning as it flew by just above our heads at supersonic speed, faster than speed of sound....then the breaking of the sound barrier blast would hit us from behind, instantly terrifying us beyond belief. Today I believe the pilots are no longer allowed to do this above the crowds.
Sounds good!
PLEASE PLEASE PLEASE SPEED OF SOUND CALCULATIONS IN GAME!
I agree. A delayed sound for a distant explosion would really add a lot to it for me. Games don't really do that and I think it would be great.
party4lifedude that would be cool
I hope the future rework on the 600i also gets the sound looked at. There's a high pitch noise in the ship that makes it kinda rough to fly in.
Hi Citizens, Hiiii Audio Team,
whats up with the Sounds of the components in the cockpit before you fire up the engines?
Sounds of whistle, rustle of ventilators, like in a big Jet after `Cold and Dark` and the "Displays" etc. start working
For the emerging social interactions with the perfection of FOIP & ship to ship & ship to ground comms and just talking with people, I think that this opens up a kind of experience not unlike what Second Life should have been. Consideration should be given to events like concerts, doing a reading for a group of people, or any social gathering, putting on a play, playing instruments, singing/performing, everything that a person would want to do over and above mining and trading and all the rest .Racing will be cool, but so too will hanging out with the right people and navigating the societal sphere within the relative safety of UEE territory. Pirates will have their own slightly less civilized revelry of course, but in many ways they'll be outside of the main social sphere & norms of the UEE, until the day that Terra takes power from Earth, a great event in the future Lore that will reorganize & reconfigure the lines of power and influence, economically and socio-politically.
Love the attention to detail. Sound and music plays a big role in games, just look at Halo.
26:00 that was so unrealistic, the cockpit canopy didn't torn apart!
I'd love to hear more cabin sounds and I also hope they low down the volume within the cockpit. I wouldn't expect it to be so loud from the interior.
Doppler! High speed passes in the video finally had that.. I also want them to increase the low level flight speeds as right now, it is like taking a slow Sunday drive in most places at low altitude.
@@IceyJones Sorry but most ships do not even come close to those speeds at real low altitudes. Average is 120 from larger ships to about 220 for smaller ships. I.E. way to slow. If you watch this very video above, they are clearly running at speeds we should be able to fly at at NOE/NAP (Nap of the Earth Flight). I understand they have atmospheric limits for flight but trust me, they are way way too constrictive for any kind of realism.. I have no problem with some restriction but there comes a time when too much is just that, too much restriction for any kind of fun.
Please update the goddamn ship weapon sounds , they sound like toys.
All I'm going to be hearing now on is my flying filing cabinet. Thanks.
32:00 how do you feel about sounds in first person? Because you talk about not hearing each individual ship about 5. I assume it works similarly in games I play like Squad where you only hear so many people shooting. In those games I always want more sound from further away. But I wonder if it would just puddle together into mud.
Cause in Star Citizen what if theres a capital ship in orbit bombarding an outpost, and I'm on a mountain watching it go down. And you're going to want to see the blast. Then you hear it after the fact. And the air cracks with tension. You know what I mean. Oh. Gosh. Keep up the good work.
The system to decide what you hear will be more intelligent in the future. This is just the way it is for now :) We want to infer more semantic data from the game to get an idea of the actual situation in game to make the kind of scenario you mention definitely be audible!
I'm all about more immersive sound! Elite Dangerous has a fantastic sound and feedback from the ship (especially jumping to new solar systems) and I really hope Star Citizen can match or surpass the immersion! As for the sounds just presented.. too high pitched and not enough bass. The wind sound is a little on the irritating side. I would also prefer the deep hum of the engine rather than the high pitched wind noises like IRL. As much as I like it being close to reality, I'd prefer it sounding cool
How does changing the sounds model for the PUS affect S42? Will S42 import this model?
I love those ship sounds, but as a Space Engineers player that plays on realistic sound, I'd love it more if there is no sound in space aside from anything that the player touches. Delayed explosion due to sound travelling through the medium as well as no sound in space could add a layer of gameplay.
Since you guys are going for realism-ish in ship designs, planets, and fps component. Just go all out on the realism.
I believe that is going to be an option, or sometimes just a reality 41:29
@@daweitao2668 yeah ik. Just throwing out my opinion.
@@daweitao2668 yeah but having it as an Option means some players will have advantage over those that don't use it, it's just better to make it standard for all imo
Amazing how we got to see lore and alien language instead of all these amazing panels.... please cig next year show us more like this
Sounds great!
I hope we're getting a nice rework for the audio inside ships while in a quantum jump. Currently it's so noisy, keeps repeating sounds of metal screeching and is just not pleasing when being in "downtime".
It was so nice to stay in the elevators in the 890 Jump during the recent IAE as there quantum travel sound could not be heard in there!
I wish the sound of the ship was greatly minimized during quantum travel.
THE COMMUNITY WILL ACCEPT REALISTIC SUPER-SONIC AUDIO
Thought we already had all the panels lol
I don't understand why they have flyby sounds and such in space
They showed it on Daymar which has an atmosphere so it's realistic.
@@lightbox8019 Yeah but what about 32:44
41:29 ...and Star Citizen lore also explains why do you hear sound in space
Sounds like you've listened to my pass by videos. You're doing great work guys. A good fly by is a fantastic experience
Did anyone notice in the video demo how nice and clean the cockpit front windshield was, HUD is where it should be and nothing else ----top left top right displays = useless.
were gonna need a bigger filing cabinet
too sad that we hear the recording of the room and not the actual bits in this video!
edit: and good sound in games is really underrated!
We need an option to toggle flyby sounds in space.
To me the only thing you should hear in space is the sound made by your own ship or what affects it. Flyby sounds in space brakes my immersion...
Same goes for weapon sounds, when my ship fires I could hear vibrations in my ship but I don't what to hear ennemies fireing in space.
41:35 they talk about that...
I wonder if they'll be doing Directional Sounds like how Rainbow 6 Siege does it. (Try's to at least lol) Because when crouched near a wall with a hole in it, I can hear if someones coming from the left side down the hall, vs. if someone was coming from the right side, either running or walking or stepping on items like glass or barb-wire.
Maybe it would have been good to record the audio coming out of the computer directly for a conference all about audio. I mean, I love having everything sound like it's being played inside a giant tin can as much as the next person but I'm also a logical and reasonable person that likes doing things that make sense.
This game released?
It's always been released....
They brought back re-entry burn????
It has always been there. You just QT right through it. Next time just QT to a planet then fly down to the ground manually.
This game is not playable now i played it yesterday i get off the ship when i jump in quatum drive pls fix this problem
Show breakdown.
1.Talk talk talk. Listen to this
2. Loud noice.
3.Talk talk talk. Listen to this
4. Same Loud noice.
5.Talk talk talk. Listen to this
6. Same Loud noice.
7.Talk talk talk. Listen to this
8. Kinda the same Loud noice.
Ehh cool i guess..
Interesting... This is not a problem for any other department, but each time there is talk about sound design in SC. The sound is messed up. Badly balance like here that will blow your speakers or super bad quality over coms as in the weekly shows. XD
Okay to be real for a second. I feel it all sounds are very muffled and while i remember being more impressed by other demos, i don't see to many connections with what the ship is doing and the actual sound. Making all this dynamic sound kinda pointless. Check time stamp 35:33 Sound and ship are not connected, it feels weightless and uncanny.
Ofc making it too "clear" will make it annoying but still. Wip i guess.
kent haysen that's pretty negative. How would do a sound presentation other than explains what you're doing followed by snippets of sound to demonstrate the point?! 😒
@@mrblobby6284 ?! The presentation itself is fine, i didn't mention there bieng anything wrong with the format. The product however falls short in a few places. I'm sorry you did not get the joke, and also does not seem to have the memory or info of the greater context of video content.
You are always welcome to read my comment again and reflect on the actual things said. Best regards.
I really like the sounds for SC overall, very believable. The only thing is some of the ship noises are simply unbearably annoying. The deafening , repeating crack of thrusters hammering my eardrums every time I make the slightest adjustment in course while everything else seems about normal makes me avoid certain ships. Having a shotgun blast going off beside my head over and over while flying around is really fatiguing. I'm guessing/hoping those are just bugs for now as everything else sounds great, but the thrusters make me take off my headphones and play without audio.
Can't wait to get droids
That gladius sounds very unpleasant. 21:08
ufff, different sounds for different manufacturer components/grades? xD
This is the best shield impact sound in scifi my opinion.
ruclips.net/video/56iTxduUacs/видео.html
I also hate pew pew guns and prefer honking great beam weapons and torpedoes. Shame we have none :(
Honestly flight right now is TOO shaky. It sounds like your ship is going to fall apart any time you do anything.
Yeah it should be with certain ships or with drake ships only lol
Taurus thicccboi
Have I missed it? Which minute they show it?
@@simoneperale3765 21:48 Just an old pic
First!
just waitin on the keynote my dude
Keynote has been up on the SC channel for a week!!
All that music ruined all the nice sounds
fun fact - there is no sound in space
Please no sounds of other ships in space... athmosphere okay, but not space. D:
but is boring
It will be super boring anyway like come on imagine Star Wars without any sound in space!?
@@ClarenceFM I said other ships. So of course the sound of your own ship would still be there... Think about it. You have the sound of the ship, its thrusters and maybe its hull bending a bit (no athmospheric effects though). Also Weapon sounds of your own ship and the impact of enemys weapons. I think that would be pretty awesome. One beneficial excample would be, that space fights would differ even more to athmospheric ones.
Would prefere they would watch more star wars then topgun i think The sound rightnow sounds a bit Boring! (Sorry! )😅
Ummm, ummm ummmm ummm, everytime I skip ahead in the video that's what greets me. lol
Just licence the sounds from elite dangerous already !
the audio on the video suck :(
Please don't speak in a public forum if you can't reign in the "uh" and "uhm".
Their comments make me thing that these devs are uneducated. They should know that even in anmosphere, jet pilot does not hear their own engines as overwhelmingly loud as they're in Star Citizen IN SPACE. It's not cool, it's annoying. From gameplay standpoint sound is vital, yes. But then again, from the same gameplay standpoint, we don't need deafening engine to force us to adjust sound levels. Especially when there shouldn't be need to adjust those levels, because the most you can hear in jet's cockpit is muffled humming.