Star Citizen: August Subscriber's Town Hall feat. Audio Team
The audio team explains how sound effects are made, planetary reentry sounds, and sound propagation through walls and stations. They also cover the dynamic music system, surround support including Dolby Atmos, sonic booms, unique ship sounds, ship AI voice packs, jukeboxes and radio stations.
Darren Lamborn has put a lot of effort into that design aspect. It's not 100% where they want the system to be quite yet, but for now it works for the time being. There's various layers that make up the sound effect like the bulkheads rattling, also the they would like to have the size of the ship affect the sound. A Drake ship may sound different than a MISC ship during reentry.
Yes. Any variable that could happen will be reflected on the ship. Your speed matters, angle of approach, etc. It's important to not build a sound to what you see, but rather sounds that can handle all the things you may encounter.
When it comes to environmental ambience, it's not difficult to find sounds to put in, but how it can be done without having to comb over the entire surface manually. An automatic or semi automatic way is what they're looking to do for that.
It's their job to support those. They would like to have Dolby Atmos implemented because Wwize natively supports it, but it depends on how easy it is to implement.
Everyone has their ownership of a process with, of course, a final say, but it's not cut and dry with what makes it and what doesn't, there's no official "Sign off" because sound is constantly reiterated and refined.
It's actually quite easy because of the standards set by the industry where if you have 7.1, then you know how to downscale it. However if someone has a really bad pair of speakers, that can't be helped.
It's a system that's been worked on for quite a while now by Ross. It has had a lot of iterations so far. The first system was too chaotic, and now it's simple, but powerful. There's a scale from 1-10000 that's constantly changing and the more intense music is higher and the calmer is lower. There's also a similar scale for mood that meshes with the "intensity" meter. EVA, Ground, Space, all have their own scales and at any time they can put in Cinematic music and drop a "Pedro bomb".
t's hard to pick one specific feature because there's several as audio touches on everything. The dynamic music system is definitely one of them, but coding in such a way that allows sound designers to make things that can run on their own.
They do want to allow players to have sound packs to change the voice AI. Furthermore they want players to be able change what you hear from the ship AI. Right now they feel there's too much and want to dial it down or allow players to customize what they hear.
It's a balance you have to find. Too much feedback can go against the player and confuse them. For ships there's something, but FPS weapons, they're not sure at this point.
Every ship is designed to have their own unique sounds. Manufacturers don't share sounds and if they do it's temporary. The quantum drive for now is, but they would like to have it unique. Two of the same ships may also sound different based off their structural integrity.
It's in a kind of concept, but they would like to create some new genres of music and what the future would like, but it's open ended and time is a factor.
In some form I'm sure something will exist, but constantly updated is a whole different aspect that could be really cool to have people earning a living in the PU being a radio host, it's just a matter of how to implement it.