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When a ship's systems turn on, all the sounds I usually hear are mostly coming from UI. There doesn't seem to be noise of the engine turning on, the pipes bringing fuel, air, energy, computers, and lights flickering. Is this planned as well? Right now, it's mostly 'Aegis Combat Assist' or 'Welcome to Anvil' or some beeps, but no hardware sound that says, oh, okay, the legs are retracted.

TL;DRShip audio depends on messages from other game systems that audio doesn't always receive, so the team digs into code; event-based mixing and sound transfer through metal are planned but a long way off.

Kit ChaliceTechnical Sound Designer

I've spent half the day banging my head against the table trying to get this to work properly.

Graham PhilipsonLead Audio Programmer

A lot of what we do is built on all of the tech in the game. So as a starting point, somebody's designed a ship and there are a lot of systems that all hang together to make that ship reliable. And then our system kind of sits on the end, kind of representing all those systems in audio form. And very often there are certain little angles here and there that need to be dealt with that aren't so noticeable from any other point of view than audio, because as long as the ship moves when you press go, it's cool, right? From an audio perspective, we don't always get the messages we want, so we end up digging into the code and finding out where those messages have gone. With these systems, we're looking to improve all of this stuff. Again, the mix thing comes into it as well. I think we've got a lot of tech in the pipeline to improve the ability to mix based on events, which is something we don't really have right now. That's quite a long way down the schedule, but it's going to come eventually and we're going to have a lot more ability to do more emergent things with the mix, because it's one thing providing the sound for the spaceship starting up, but it's another thing being able to make that take center stage. Additionally to that, we're also looking to improve the way that sounds transfer from physical media that maybe isn't necessarily air. So if you fire up some loud thrusters on the outside of a ship, you want to hear a lot of metal rattles and things like that. And we have systems designed but not yet developed to allow that.

Star Citizen Live›Sounds of a Life in Space·
Published on this date.19 Jun 2020
EpisodeAudioShips