Josh Bell · Sound DesignerI'm against that idea. By all means, let's have this conversation going. If we were to give you an ambient slider, a foley slider, a weapon volume slider and all that stuff, then it would allow people to get a competitive advantage over other people by just turning down the ambience, boosting the foley, boosting the weapons and turning down everything else.
Graham Philipson · Lead Audio ProgrammerYeah, and importantly making the game sound terrible in favour of trying to get a competitive advantage.
Josh Bell · Sound DesignerI just think if we've done our job properly and we've created a really, really good mix, then people won't have any need for that in the first place.
Phil Peers-Smallwood · Lead Sound DesignerWe have toyed with the idea of having sound profiles, like say on a multi-crew ship, based on role and stuff like that. So if you're a pilot, you want to hear a certain mix; if you're an engineer, completely different. Just tailoring the sound experience to whatever the role is if you're in a seat and stuff like that. But giving the backers and players full control over the mix may not be the best way.