Crusader is a gas giant and, as such, unlike any other planetary body in the PU. Is it getting particularly different sounds, given there's no ground, sand, foliage and so on?
TL;DRWind will be a hero element at Crusader's Orison, with contrasting indoor and outdoor sounds, and the team wants to explore atmospheric pressure creaking the ship hull without letting audio drive gameplay decisions.
Yeah, so looking at Crusader and Orison, the landing location, the sky city, we've obviously been syncing with art really, really closely. And wind is going to be a big hero character of that location. So yeah, we have wind and weather and stuff in other locations, but we'll be paying particular attention to crafting the wind and the ambience of that location to make it sound good. Wind is essentially just shaped broadband noise, so it's going to be slightly challenging, but obviously there's the actual landing location itself to tie into, and that's going to have a lot of opportunities for nice audio tidbits. But regarding Crusader, the planet, with it being a gas giant, I think one thing we can really play with is the idea of pressure. Now, we don't want audio to be driving gameplay decisions and features and stuff, but what I'd like to explore is the idea of pressure on the ship and then the audio feedback you would get in regards to atmospheric pressure. Because there is no surface to get to, but the further down you go, the more pressure you'll be taking on the hull of your ship. Think of a submarine underwater and how they can creak and groan and all that kind of stuff. So I think it'll provide some opportunities for how the environment of Crusader can affect the likes of the ship and whatnot.
I'm hoping we'll see some contrast between the inside and outside too, right, Phil? I mean, you think about the outside being so windy, but then the inside being nice and calm and serene. You get a bit of a sharper contrast between the indoor and outdoor space.
Yeah, you get that juxtaposition from being inside, being sheltered, and then being out on the open gantries and stuff. With Orison specifically, it's making sure that the different districts, the different areas, have their own kind of feel as well. They're all in the same environment, being up in the sky, but it's making sure that each one has a different feel. And maybe each one deals with the wind slightly differently. If it's a more business-functional area, then it's making sure that everything just sounds functional; they're not trying to make the external traversal pleasing. Whereas the communal area, or where the shops are and stuff like that, it's making sure that they're protecting the people on foot.