Dev Blog request: Sound


(EnderWiggin.DA.) #1

I would like to request a Dev Blog entry concerning both sound hardware and sounds within the game. While I’ll take what I can get (which is likely nothing), here are some starter ideas from myself and others.
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1)Community Q: Will ETQW make extensive use of the Creative X-Fi cards?

2)Community Q:What codecs will the game use? OpenAL, directsound, EAX? Honestly I vaguely know what those are but others have asked.

3)Community Q:Will QW force the VOIP microphone to Line X every time the game starts? Personally I have had to with this problem for two sound cards now. Creative’s cards don’t always have the default mic set to what Valve and EA/Dice expect. And yes, this really was a community Q and not just my own personal gripe.

4)Community Q:Hitsounds. I believe you have said they are in the game. Are they obvious “Dink” hitsounds or more of a dull thud? Why go with audible hit cues versus visual?

5)Roughly what percentage of the in game sounds have been created from scratch vs the number borrowed from say, Q4? When you create new sounds for the game, how much processing/time goes into editing the initial sample?

6)SD has made an effort to hypothesize about the development of Strogg technology by back dating certain weapons. Have the sounds also been back dated? Random example: is the railgun charge-up louder to simulate an older technology capacitor?

7)One of the the things that really sell the environment of a “war” game are how the distance weapons sounds are recorded/processed. Some games do this well by playing with reverb, echo, and the equalizer. Will the distance weapons sounds give the atmosphere that there is a battle just over the hill with rifles echoing off the hillside?

8)Vehicle traction/physics changes based on the terrain, ie megatexture. Was implementing a seamless change from say, asphalt to gravel difficult?

9)Community Q (yes I’m serious):Will we hear THIS at any time?

10)Vsays: Any more Injured Deer? What will the Strogg sound like?

and finally…
11)After all the time spent recording, processing, and editing waveforms to get quality as high as reasonable, do you cry a little whenever someone uses onboard sound and a crappy pair of headphones?
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I’m sure others will throw in a good Q or 5.


(Bongoboy) #2

Interesting questions, EnderWiggin.
If anyone has any other queries, stick 'em in this thread and we’ll see what we can do : )


(criminal) #3

Great idea for questions!

I have some to add which are from more of a modding perspective though.

  1. How much access will be given to mod teams to access the VO for Vsays?

  2. Is the native sound shader system from all the other Doom3 engine games (Prey,Quake4,Doom) going to be present and in the same format.

  3. Will there be added support for higher quality .ogg than previous titles?

3.Is the native sound shader system from all the other Doom3 engine games (Prey,Quake4,Doom) going to be present and in the same format?


(iwound) #4

Any titbits on the development of worldeditor and other dev tools.


(senator) #5

Will there be map specific VSays? So, instead of a generic ‘destroy the obective’ a ‘destroy the bridge’ or ‘disable the railgun controls’ (only for ETQW ofc :wink: ) ?


(criminal) #6

There was that dev diary released about a month back with a ton of inside info.

Although i could definetly go for more :smiley:


(Mordenkainen) #7

Q: Are you using preprocessed shakedata for shaders (like Q4) or runtime (D3)?

Q: What kind of flexibility do you have in defining sound variety in shaders? Fixed like in D3/Q4 or can we define that, for instance, people running in low quality can indeed get all 4 sounds instead of just the first?

Q: Will we be able to automatically generate OGGs for certain audio assets like (apparently) we’ll be able to do with TGAs/DDSs or do we still have to do it manually? Is there any specific sound shader keyword that controls this?

Thanks in advance.


(MrLego) #8

While the voice actors are still on the payroll, have them create a small catalog of common words and phrases that could be used in future custom v-says IE: bridge, wall, generator, north, south, east, west, etc…

This way once the custom maps start rolling in and everyone is trying to create new voiceovers and HQ messages by cutting up the existing ones there will be some continuity in the voices.

The first time some of us heard the custom HQ messages in Transmitter we didn’t know who was saying them because the voice was completely new.


(Shazam) #9

And some precision / infos about making of these sound ? who are mens behind these voice (same voice’actor in ET ?) how many days take soundrecord ? who is the compositor ? etc


(M8DNanite) #10

Composer: Bill Brown