[video]ET hitsound with XT


(Mustang) #61

Autonomy - Players want to be able to exercise choice in everything they do, to determine how they play the game
:tongue: :smiley: :wink:

I didn’t say committed, I said mentioned, personally I’d find this an awesome addition, hence why I was asking for an update as to whether it’s still on the table or not.

All I wanted to know, great stuff!

+1

Anything you can say regarding the positional audio comment?


(shaftz0r) #62

[QUOTE=Billy_Hologram;486769]
We need to get the game playing and sounding awesome first, and then look at opening up those controls.[/QUOTE]

sound is obviously very important, but im shocked that we arent talking about sight too. we NEED opacity sliders for obj markers badly. i could sit here and list spots to camp on defense because you basically cant be seen inside of them


(Ashog) #63

Billy, what about the tiny barely audible short sound for weapons when a clip is about to end (e.g. 3-4 bullets for SMG/AR)? I am talking about a similar thing that was implemented in Quake Wars for GDF. I find it pretty handy, even though it is not a totally necessary feature.
It was mentioned in alpha forums before but there was no reply whether it was being considered for Xt or not. I don’t know if SD is able to use some of the ETQW assets such as sounds, but that sound was perfect and would easily fit Xt as well.


(Mustang) #64

[QUOTE=Ashog;486784]Billy, what about the tiny barely audible short sound for weapons when a clip is about to end (e.g. 3-4 bullets for SMG/AR)? I am talking about a similar thing that was implemented in Quake Wars for GDF. I find it pretty handy, even though it is not a totally necessary feature.
It was mentioned in alpha forums before but there was no reply whether it was being considered for Xt or not. I don’t know if SD is able to use some of the ETQW assets such as sounds, but that sound was perfect and would easily fit Xt as well.[/QUOTE]
Some weapons already have this, so I’m presuming the others will be getting them at some point also.


(RasteRayzeR) #65

+1 for clear and distinctive beep sounds, more than the current ones at least.


(Ashog) #66

oh, haven’t noticed, when did they appear and what weapons?


(Billy_Hologram) #67

On the train home from a particularly long session with a composer, so will be fairly brief with my comments.

Could not be happier that people are taking an interest in this stuff, it’s why I’m here slaving over the details and championing weapon audio, foley and dialogue etc.

Now then, let’s get the current beeps out there, and then you can feedback and we can iterate.

It’ll take time to get it right but we will get there and hopefully exceed your expectations.

The sound for when a clip is almost empty is placeholder, in some cases it is a high pitch shell case jangle that cuts through the firing sound. In other cases there’s a low cut filter that ramps up towards the end of a clip. Both are placeholder and both have to go! We will make original content for this.


(Mustang) #68

Still working with Marc Canham?

Speaking personally I’m not an audiophile per se (surely not as much as yourself or the guys you work with) but I know what I like and have high expectations. I’m sure you have a difficult balancing act of creating something that sounds amazing, but also making it tie in perfectly with dynamic situations as well as meeting player expectations and at least matching or even bettering what your competitors are doing.

Are you using an existing sound engine, gutting an existing one, tweaking an exsiting one, building one from scratch, or other?


(Ashog) #69

Thanks for interesting details Billy.

Btw, what about the nade timers that are definitely needed? Hope they are on the to do list? Or at least a placeholder sound?


(Raviolay) #70

http://forums.warchest.com/showthread.php/36352-Audio-(movement)?highlight=footsteps

it’s in that thread and possibly others.


(Ashog) #71

Billy, any chance still to have Brian Bloom voicing something? Or all already set?


(Ashog) #72

Another question to Billy:

while watching that random tube vid my ear suddenly alerted me due to a subconscious trigger that smth isn’t right. I rewatched it and realized there were some Xt death sounds in the shootout scene. Are those Xt placeholders and freeware? Or smth else?

See scene at 0:42 sec.

//youtu.be/AH2qmxJullg


(Kl3ppy) #73

//youtu.be/3nxpN4oCk7I

The Text to speech sound seems like an UT engine default voice :smiley:


(Ashog) #74

i lolled :smiley:

epic end :stuck_out_tongue: