You mentioned that you're getting ready to go back to the Xi'an Scout to rework some of the audio. What does that entail?
TL;DRNew engine parameters from audio coders let the team go back and add more sound for rolling, pitching, braking and engine strain, so players get more audio feedback on ship movement.
Just recently we got some more help from the audio coders, because one of the main problems that we had with the sounds of the spaceships is that we didn't have many real-time parameters to describe certain things. So, for example, maneuvering, like rolling or pitching your ship. We couldn't really work much on that one because we didn't have any numbers coming out from the engine itself. So we got all these new parameters from the audio coders, and that's when we really need to go back and add much more sound and refactor all of that. Because we want to give more feedback to the player. You want to know when your ship is rolling, pitching, or you want to hear your engine braking. We have engine strain as well. So that means if you're going at a certain speed and you're braking, all of a sudden you can have a ramp-up of the engine so that you can understand how much the engine is working at that moment.
So if your HUD is damaged or broken, or if you're a more instinctual pilot, you can sort of tell how fast you're going and how your ship is maneuvering based on the sounds that the different thrusters for pitch, yaw and roll are making.
Yes, that's right. That's the goal anyway.