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Let's Make Some Noise! Now with MathieuLavoie

Discussion in 'Ask the Team' started by NoiseMaker, May 27, 2015.

  1. Ohyoupokedme Poked First Blood!

    Do we know if there will be different "Objective Intensities" based on faction? That would really make each faction come alive in small but powerful ways.
    NoiseMaker likes this.
  2. MHezzu MHezzu Confessor

    Yeah, a theme that pops up when a capture objective gets contested/ Is about to flip would create a feeling of urgency.
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  3. Jovan Jova Cipher

    What kind of theme are you thinking would fit each strike cruiser / barracks for each faction, will there be idle chatter, engine noises, or other random ambiance?
    NoiseMaker likes this.
  4. Golokopitenko Golokopitenko Well-Known Member

    Can we talk about vehicle sounds? I find the constant gears/servos sound very annoying on the Predator turret.
    NoiseMaker and Njord-Halfhand like this.
  5. Ohyoupokedme Poked First Blood!

    I'm pretty okay with the Bolter sounds.

    But I would like the Bolter impacts to be more satisfying. More than just a *tink* or light metal sound. I wanna hear the impact, and the mini-explosion that occurs.

    Because right now, the impact sounds very disconnected. Once your armor is down, it changes from armor impact to almost a deep fleshy impact. He's still wearing armor, it's just the bolter rounds are penetrating it.
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  6. Intercept Inter Prefectus

    Whats new on the "sound workplace" Ian ? Any super news which you can leak ? :)
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  7. RageScreama RageScreama Well-Known Member

    Out of curiousity @NoiseMaker when doing gun sounds do you use existing weapons from real life (like a browning automatic rifle for dakka :p) or do you synthesize/create sounds from other objects that kinda sound like guns like an industrial machine press.
    NoiseMaker and Golokopitenko like this.
  8. I often wonder why when switch out of the drivers position in the Rhino, the engine keeps running. The same thing happens with Predator.

    There needs to be an option to "engine off", like you'd see in any tank sim. This gives the crew more situational awareness because they can hear whats going on around them and enemies cant hear the engine.



    Changing topics I've noticed that we cannot trigger our voice overs while we're sprinting. This is an opportunity to make some $ and add additional voice-overs post launch.

    1. Sprinting voice overs(Slot 1, 2, 3, 4)"Waaaagh!" "For Russ and the Allfather!" While sprinting hit "T".

    2. Idle voice overs(Slot 5, 6, 7, 8) "How amusing they bring a tank" While walking or standing idle hit "T".

    Players choose their favorites and slot them accordingly. Additional voice over packs could be bought off the store for both sprinting and idle voice overs. Of course some will be "sprinting only" more appropriate for when you're charging into combat while others will be "idle" when you're standing still.

    For the time being we really need the ability to trigger our voice overs while sprinting, especially the Ork "Waaaaaaagh"! It seems to be some voice overs would be inappropriate while sprinting like the "how amusing they bring a tank". Perhaps we could slot "sprinting appropriate" voice overs using the current line up of voice overs available and leave the rest where they are in the "idle voice over" slot.
    NoiseMaker and Gashmangla like this.
  9. Ian Chuprun NoiseMaker Senior Sound Designer

    Hi all!

    Just dropping in for a moment for a quick update. I have been making a big push for the past two weeks now trying to get all the VO into the game, set up filters and doing some voice processing. Not done yet, but all the voice files that were written, in both English and French, are now in the dev branch, 1st pass only. As usual, they will make their way through the game branches as the branch guys move the data through the usual channels. Of course, you cannot hear the VO that is attached to characters that are still unreleased, but at least they are there so when a char become available it will have it's voice set.

    Regarding SM and CSM voice filtering, I did a quick model for engineering as I need a special tool to propagate the info correctly, which should take about two weeks due to his task list. The tool will make it possible to change the effects on the voices for helmet on/off, player/proxy, 2d/3d and a few more items. This should aid with figuring out who is speaking.

    Sorry I dont have time to get to the questions. Will try as soon as I can.

    As usual, if you find a VO bug, or something in the audio that sounds off, please fill out a bug report so Mathieu and I can track it and eventually fix it.

    Cheers!
    Zhull, Gashmangla, Jova and 6 others like this.
  10. Valentine Iyan Firebrand

    Maybe the tool can also consider what was spoken just before? So like the space marines can do their chanting and orks can be silly and eldar can have conversations and chaos can say I hate everyone etc? =p
    NoiseMaker likes this.

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