Back to search

Does that extend to things like the breathing sounds? When I'm a pilot, sometimes I'm just flying in a green zone, not a care in the world, and my character's having an asthma attack.

TL;DRPiloting breathing sounds are driven mainly by G-force and were toned down after the new flight model made the character breathe too hard, and they proved a useful feedback mechanism.

Graham PhilipsonLead Audio Programmer

Well, your character has asthma, that's why.

Phil Peers-SmallwoodLead Sound Designer

Well, I have asthma, so that makes sense. Yes, so when you hear breathing, you're actually hearing me. All those breathing assets were recorded by myself. The amount of times I threw up or passed out recording that. So fundamentally, right now we've got two breathing suites. We've got normal default, which is FPS, EVA and stuff. But then we've also got piloting. And the piloting set has its own set of logic, and the main thing that really drives it up and down, with faster and slower breathing, is G-force and stuff like that. So if they change the flight model or make some ships faster than others, basically I've got one breathing suite that needs to respond. So how many Gs can you pull and stuff? So I think I had to nerf it a bit. It was just ramping up way too quick.

Josh BellSound Designer

When the new flight model came out, we had to quickly adjust it, because the character was just freaking out all the time.

Phil Peers-SmallwoodLead Sound Designer

Yeah, we've got a breathing set in there called AGSM, so anti-G straining maneuver, and they go...

Josh BellSound Designer

You would get that during takeoff.

Phil Peers-SmallwoodLead Sound Designer

Yeah, it's like, slow, nice turn, and it's like, you pass out. It was awful. But it's constantly being tuned and dialed in and stuff, and then we just brought it down in volume. I thought it was really cool, and if you're EVAing and stuff, bring the breathing up a little bit, just to give you that kind of isolationist feel, like you're really vulnerable and stuff. But we didn't know if it was going to work out very well, because you're the player. I am playing the game, and you don't want the sound of someone breathing for you. It's like with the VoIP stuff: you want to talk in the game, and if you have emotes where a dialogue line is playing for your character, you can have some disconnect there. So we didn't know if it was going to work or not, but it actually turned out to be a pretty useful feedback mechanism.

Star Citizen Live›Audio - Design & Programming·
Published on this date.8 Nov 2019
EpisodeAudioFlight model