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When you're trying to communicate the health of an entire ship to a player through sound, how challenging is that [given you can't know where the player will be]? Do you mix it for the pilot seat as default?
Josh Bell · Sound Designer

As default, you start with the first-person perspective. Pilot's seat, you mix for that first. I guess with a single-seater fighter, you'd expect to hear all that stuff from just the pilot's seat, because there's no other perspectives really. But yeah, it's quite a challenge really. First-person pilot's seat, third-person exterior camera is all well and good, but then testing it in a large ship, getting the ship to be flowing while you walk around it and check it sounds good from other rooms can be quite a challenge. You never really get it perfect, it would take too long. We kind of want to have this idea of: think about what the engineer in the engine bay would hear, what the person in the drone bay would hear, what the turret gunner needs to hear, all this kind of stuff. And then when all these multi-crew things are more solidified, we've got a list of roles, and think of an audio mix for each of those roles rather than just each room.

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Published on this date.2019-11-08
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