Very refreshing look on audio in videogames that i have not seen anywhere else on youtube! you have talent to explain these things to pepole that dont even notice this on the daily basis
Audio design is so important imo and valve really reaaaly know how to perfect audio design in thier games. As a dota player me and my brother I would be able to know exactly what's happening in a fight just from hearing the sounds when my brother was playing, and I think this is proof of good audio design.
I really want them to add extra salty lines for when you hold him long enough for him to start doing damage. "You REALLY aren't taking this seriously enough, now look at you".
Also to add on I do like the spacial audio with footsteps especially Definitely a good amount of times where I hear enemy footstep which allowed me to react accordingly
I also love how it’s hard to hear Vindicta because she’s barefoot. This actually adds some sort of silent assassin who can come out of anywhere or run away silently.
What an awesome analysis! The hero ability sounds have me shook even if lash, vin, or paradox is on my team if I hear them behind me and pop an ability I instantly start looking out for them
Great video. Very interesting seeing someone who understands sound design talk about this stuff that we regular mortals dont even notice. Also, I love the boat horn in Lash's ult. Valve cooked with that one.
Coming from a fellow pocket main, our secrets have been revealed to the others and we must be careful. All seriousness, the fact that Valve puts this much care and attention into the audio and sound design of their games is amazing as an audio engineer. Love these videos and I'm interested in which game you go with next. Also thank you for using correct pronouns for Pocket o7
I GOT YOU I think Balatro! I have a few more for Deadlock but I do want to cover other games sooner than later, partially so RUclips doesn't categorize me solely as a 'deadlock youtuber' account haha
This is what I do for a living and I spend a great deal of time making sure that stuff is iconic (as much as possible), not grating to the ear, and improves the players immersion. The philosophical argument I've been fighting for a while is how much of the ability to 'latch on' to a sound is due to the design itself vs habituation. In games like Deadlock and Dota 2, you hear these sounds all the time and become habituated to what the sounds are and what they mean. Is the engagement more from the design, the habituation, or a conflux of the two? I want to say it's the combination but it's hard to say for sure. Great video, thanks for sharing!
Unironically how so many sfx get created. Dropped a jar on another jar today and the lids of the half empty containers scraping together made the exact knife sharpening sound from The Long Dark lmao
Idk if this is something you'd want to do but I would enjoy seeing your process when making your replacement sample for refresher. If we could see what effects you use on the sample and had a little explanation of what those effects do, and what you hope to communicate with those changes. Could be an interesting way to learn how to use those effects in other formats such as music or video
Yes! But I believe that with the way the audio gets mixed if it's a busy team fight or something that there's a much smaller chance they'll be able to hear it and it will be even harder to distinguish between the sounds telegraphing whether or not you teleported. I think it probably ranks as lower in importance compared to other sounds because if the situation is hectic it's pretty safe to assume pocket teleported out haha.
I think they did a recent update on sound effects, i was playing lash and the sounds of his abilities feel like, more like... like they should be, the flog sound does actually sound like a quick rope in movement now, and the dead slam sounds like a very frenetic hit of a big mass moving, dont know if they did changes to other characters/items as well but you should check them out
That would be sick! I'm not super familiar with modding so as long as it's not breaking any licensing or anything that would be awesome. If you send me a dm/email somewhere I can send you a high quality wav file!
I already made my joke comment, but I wanted to make a real one, so here it is I love these audio analysis videos you’ve been putting out. I also love that you gender Pocket correctly in this video, you’re one of the first people I’ve seen do so. From one Pocket main to another, thank you!! Also, your Pocket is clean!! (I’ll pretend I didn’t see that Warden 1v1)
@@xylvnking honestly, I have more clips of me playing bad than good saved to my computer. Being able to laugh at yourself is a good thing! It made me laugh watching it so I’m glad you put it in
It can be!! Everybody just ballmaxxes or ults within bullet falloff range as an engage, when really it's best used to make a bad situation for the enemy worse, or to facilitate the rest of your team making a play. I agree though as it is straight up it's pretty underwhelming compared to others.
Very refreshing look on audio in videogames that i have not seen anywhere else on youtube! you have talent to explain these things to pepole that dont even notice this on the daily basis
Thank you :] I love talking about it!!
You should watch the audio stuff Scruffy makes! I really liked his BOTW vid
@@moie1647I was about to comment about scruffy. I love his videos
Go put this on the forum, I think Yoshi would love to see this, him and the rest of the team check it very frequently
Audio design is so important imo and valve really reaaaly know how to perfect audio design in thier games.
As a dota player me and my brother I would be able to know exactly what's happening in a fight just from hearing the sounds when my brother was playing, and I think this is proof of good audio design.
"Err, is somebody going to pick me up?"
Gets me everytime.
I’m also so happy they added little legs to it when it starts running back
@xylvnking Yeah, he looks so cute. I don't think I've ever seen so much character in a team objective before.
"you're DROPPING me?!?"
I really want them to add extra salty lines for when you hold him long enough for him to start doing damage. "You REALLY aren't taking this seriously enough, now look at you".
look at me. look at yourself. look at your souls count. you are losing.
Ok so there’s a pattern of Sound Designers maining Pocket, it’s not just me! Loving your videos
1:41
oh my
LOL
Good eye.
I thought I was seeing things thanks for pointing out I’m no schizophrenic lmao
Also to add on
I do like the spacial audio with footsteps especially
Definitely a good amount of times where I hear enemy footstep which allowed me to react accordingly
Love it, many times I can hear a gank coming and react to it when solo laning before I see the enemy 😅
he has a previous video just about that if you want to watch it
"Why do I hear clanking noises"
I also love how it’s hard to hear Vindicta because she’s barefoot. This actually adds some sort of silent assassin who can come out of anywhere or run away silently.
Hearing mo and krill coming and being able to gtfo before getting CC Locked and cooked has saved me many times.
i can see the vision of this editing style, keep making videos man, i love em
What an awesome analysis! The hero ability sounds have me shook even if lash, vin, or paradox is on my team if I hear them behind me and pop an ability I instantly start looking out for them
keep up these videos, both education and entertaining to watch. you're killing it
Great video. Very interesting seeing someone who understands sound design talk about this stuff that we regular mortals dont even notice.
Also, I love the boat horn in Lash's ult. Valve cooked with that one.
Your content is so engaging & fun. Please keep at it.
These analysis videos are really interesting and entertaining, keep it up!
You know what? You made me remember Marshall McGee and his waveform series, good stuff, have a sub.
His videos are awesome :] thanks!!
One day, DOTA 2 audio will get the praise it deserves. Tho tbf, dota players already know how amazing that one is.
Coming from a fellow pocket main, our secrets have been revealed to the others and we must be careful.
All seriousness, the fact that Valve puts this much care and attention into the audio and sound design of their games is amazing as an audio engineer. Love these videos and I'm interested in which game you go with next.
Also thank you for using correct pronouns for Pocket o7
I GOT YOU
I think Balatro! I have a few more for Deadlock but I do want to cover other games sooner than later, partially so RUclips doesn't categorize me solely as a 'deadlock youtuber' account haha
Audio is such an important part of games that easily gets overlooked, I'm glad it's already such a prominent feature in Deadlock.
I can't hear any items in this game, meanwhile in Dota when i can easily hear Refresher (and in that moment you know ,that you need to RUN)
Love these videos
the froggy socks on mikiiteo's art 😭💕 i love them sm
WAIT NOT THE STILL FRAME PRIOR 😭😭😭
sososo good I saw it online and had to ask if I could use it!!!
:]
3:37 no way bro thinks seven players actually build for his ult
I seent it more before ballmaxxing became the established meta for seven players
it was the original build only a month ago.
@@xylvnking Haha dw about it, meta changes quick, great video :)
Your videos are so interesting, it give us a new perspective about the game
This is what I do for a living and I spend a great deal of time making sure that stuff is iconic (as much as possible), not grating to the ear, and improves the players immersion. The philosophical argument I've been fighting for a while is how much of the ability to 'latch on' to a sound is due to the design itself vs habituation. In games like Deadlock and Dota 2, you hear these sounds all the time and become habituated to what the sounds are and what they mean.
Is the engagement more from the design, the habituation, or a conflux of the two? I want to say it's the combination but it's hard to say for sure.
Great video, thanks for sharing!
i love LOVE these videos, please make more!
Today I accidentally scratched my bike helmet's platic part against a street light pole. It made bebops bomb stick sound
Unironically how so many sfx get created. Dropped a jar on another jar today and the lids of the half empty containers scraping together made the exact knife sharpening sound from The Long Dark lmao
Very cool and interesting video. The pocket vs Warden clip made me cringe an incredible amount. Looked like my kind of gameplay lol
No Pockets were harmed in the creation of this video
Idk if this is something you'd want to do but I would enjoy seeing your process when making your replacement sample for refresher. If we could see what effects you use on the sample and had a little explanation of what those effects do, and what you hope to communicate with those changes. Could be an interesting way to learn how to use those effects in other formats such as music or video
Pocket main and I didn't even know the cloak had spatial audio to tell you where he exits. Mind blown
"You've got something on ya mate"
thank u for gendering pocket correctly, very based
Top quality video
WAIT THE CLOAK'S TICKING CAN BE HEARD BY OTHER PLAYERS?? I THOUGHT THAT IT WAS JUST A CUE FOR THE POCKET PLAYER?????
Yes! But I believe that with the way the audio gets mixed if it's a busy team fight or something that there's a much smaller chance they'll be able to hear it and it will be even harder to distinguish between the sounds telegraphing whether or not you teleported. I think it probably ranks as lower in importance compared to other sounds because if the situation is hectic it's pretty safe to assume pocket teleported out haha.
i love your vids !!! keep the good shit up !!!
I'm really jealous of your editing.
Although I shouldn't be because I haven't put in the work. :p Great video as always!
your content is super cool.. just letting you know
Fire vid, subbed
Super dope video. Reminds me of one of my favorite podcasts 20k hertz
I think they did a recent update on sound effects, i was playing lash and the sounds of his abilities feel like, more like... like they should be, the flog sound does actually sound like a quick rope in movement now, and the dead slam sounds like a very frenetic hit of a big mass moving, dont know if they did changes to other characters/items as well but you should check them out
Yeah they did! His kit definitely had some 'futuristic' sounds left over from the old version, especially the ground slam
fun, unique video
you can find individual files for sounds using source 2 viewer
Rock and stone next please
Awesome video! Also, thanks for actually using pockets correct pronouns, it’s something that I sadly see very rarely.
Haze ult is also very well made, the startup sound is just long enough that you get a little time to react, but not so much so to gtfo immediatly.
As a pocket main how dare you. You could have used haze smoke bomb auditory. I track her down so easily because of it
Would you mind if I modded in your new Refresher proc noise? I would give credit and a link of course!
That would be sick! I'm not super familiar with modding so as long as it's not breaking any licensing or anything that would be awesome. If you send me a dm/email somewhere I can send you a high quality wav file!
I already made my joke comment, but I wanted to make a real one, so here it is
I love these audio analysis videos you’ve been putting out. I also love that you gender Pocket correctly in this video, you’re one of the first people I’ve seen do so. From one Pocket main to another, thank you!! Also, your Pocket is clean!! (I’ll pretend I didn’t see that Warden 1v1)
It was such a scuffed 1v1 by me I thought it would be funnier than just some generic outplay or something haha
@@xylvnking honestly, I have more clips of me playing bad than good saved to my computer. Being able to laugh at yourself is a good thing! It made me laugh watching it so I’m glad you put it in
bro what is that pic at 1:41
good video, but i think the "music" at the start is more of a Distraction
Appreciate the feedback! :]
Called seven's ult game changing 😭
It can be!! Everybody just ballmaxxes or ults within bullet falloff range as an engage, when really it's best used to make a bad situation for the enemy worse, or to facilitate the rest of your team making a play. I agree though as it is straight up it's pretty underwhelming compared to others.