Phil Peers-Smallwood · Lead Sound DesignerYeah, we already do that, right? To a point, yeah.
Josh Bell · Sound DesignerYeah, we have the ambience of the ship, so not the movement sounds, not the thruster sounds. They're built up in layers of bed ambience for the room and then distant details and then really close-up details. But when we have sound on each component and stuff, there'll be a rough vibe of that component being in the room, and then as you get closer to the actual thing, you'll hear all of the details of it. That also ties into the plans to have different mixes per room for each kind of role in a multi-crew ship. So yeah, there'll be different sounds if you're in the engineering room; there'll be a certain set of things that you need to know about as the engineer that the pilot doesn't need to know about, that the turret gunner doesn't need to know about, all this kind of stuff.
Phil Peers-Smallwood · Lead Sound DesignerWe're also tying it together with, say, the load and offload of the thrusters and engine power plants and stuff, how if you go full throttle, all the ambiences and tones can change slightly based on the load on the ship and stuff like that. So you can be on the bridge giving it full throttle, and then the guy in engineering would hear all this stuff changing in relation to the throttle amount and stuff.