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Let's Make Some Noise! Now with MathieuLavoie

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

  1. Golokopitenko Golokopitenko Well-Known Member

    There is never enough feedback from damage!

    As for Ash's voice acting, he must know he did a great job.
    NoiseMaker likes this.
  2. Ohyoupokedme Poked First Blood!

    Do you think that large amounts of blood should make a sound when it smacks the ground? Like, if you're slashing someone with a chainsword and there's blood flying everywhere, will there be a sound for the blood hitting a surface depending on its speed?
    NoiseMaker likes this.
  3. tanksin tanksin Recruit

    dont think you would hear anything over a chainswoird =P
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  4. Roopevil roopevil Arkhona Vanguard

    The music voice of Space marine when u see factions at war feels and leaves impression for sometime while we cant say the same for Chaos space marine ...... i am disappointed
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  5. Let's talk atmospherics or setting the atmosphere. Some of these of course will not be for the sound department but none the less an intergral part of the experience. Anything along these lines being considered?

    -As each objective is captured or lost(depending on which side you're playing) an appropriate set of atmospherics are activated. Automated messages through your Vox as to objective status(being contested, lost or captured)

    -Sirens, flashing lights, automated messages or servitors broadcasting protocals. Automated systems within each Mechanicus facility doing thier thing.

    - General atmospherics. Lifts being numbered or lettered, areas being numbered or named, painted hazard lines, painted "this way" arrows on walls and floors, visual and or audio "warning" and "hazard" type Mechanicus flashing signs that activate when you pass nearby where applicable.

    -Since there's a lift in this video, anyone else find it interesting our lifts in EC make no noise when starting or stopping? I'm assuming that will change eventually to something more immersive.

    -Generators and engines that supply power to the bases we're fighting over making appropriate noises as you pass by or get near. Notice the background noises as the elevator arrives and the music cuts out near the end of the video.

    Basically something along the line of:

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  6. Ohyoupokedme Poked First Blood!

    Will there ever be a "slowing heartbeat" during a downed state?

    Bleeding out isn't really something a Space Marine does. But I can see their heart slowly giving in to the pain.
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  7. Ohyoupokedme Poked First Blood!

    One thing I liked about the DoW mod Titanium Wars was the sounds of the Plasma Cannon recharge.

    Will there be a sound cue for the Plasma Cannon once the weapons are ready to fire again? I think that would be cool.
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  8. Ian Chuprun NoiseMaker Senior Sound Designer

    Yes, there are plans to provide more audio feedback based on hit region. It will probably be some sort of UI sound. But not before VO gets in the game.

    There is a lot in the mix already that is very loud so a subtle sound like this might only be effective if a large blood spray hit the camera/listener. But then that might be too cartoony. I'll keep the idea around though and see what happens when we enter a polish state.

    There is a lot more music that is not yet in the game. Stay tuned.

    In terms of SFX, yes all of that and more are slated to be put into the game. Fred is the environmental SFX guy right now but he keeps getting pulled out of that to help on other things. I suspect the enviro-audio will improve over the month of March but don't expect polished sets till mid-summer.

    Regarding the use of voice, Brent and I have been discussing 2-3 different levels of 'background voice' but all of these are tricky as they have to be written, recorded, localized (translated) and triggered by the game in a way that is beneficial to gameplay/immersion. It's a bit of a dance between programming, design and audio and design is very preoccupied with getting the game-play sorted first. Let's talk about this again in late Spring.

    That has been moved to late polish.

    Good idea. I'll see what I can do.
  9. MHezzu MHezzu Confessor

    I really loved how much urgency Helldivers deliver with an extremely simple audio addition. When you order an airstrike/resupply drop/Ordnance, the comms informant keeps you informed of the timers and confirms your order.


    I'd love to hear something similar in EC. As an example; I'm fighting over a capture point. My Warlord orders an orbital strike just outside the capture point.
    My vox comes to life with "Orbital strike confirmed. -T minus 15 seconds, co-ordinates relayed."
    And as the timer counts down the vox keeps me informed "-T minus 5 seconds"
    ...And the Orbital strike hits the designated area.
    Just this audio cue will increase the feeling of immersion and urgency a ton.
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  10. FredT Sound Designer

    Like Ian said, I was busy with another project but Im now full time on the project, and I'll be working mostly on environment assets.

    Feel free to post anything related to this here . I'll read this thread often.

    Cheers.

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