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Will we eventually get to hear the effects on our own voices in proximity VoIP? For instance, when we're in a cave, we currently don't hear our own echo or reverb, but we can hear everybody else's.

TL;DRHearing your own voice with environmental effects is planned, but latency and feedback are challenges, so it would add only a reverb tail rather than playing back your voice.

Graham PhilipsonLead Audio Programmer

Yeah, that is absolutely planned. It does come with its own challenges compared with just hearing the effects on other players' voices, because other players' voices we receive over the network and we can play the effects on them immediately. In terms of the player's voice, you speak, the game hears it and then the game applies effects, and there's an inherent latency in that and we need to minimize that latency, prevent it from being an immersion-breaking effect, because it needs to be an effect that adds to what you're experiencing, doesn't take anything away from it. So I expect we'll need to create bespoke effects for the players that are slightly different reverbs to what we're hearing on everybody else, but then ultimately feel the same. A lot of the tech is already there, we just need to spend a little time tweaking it and making it do its thing, but yeah, it's going to be in there at some point.

Phil Peers-SmallwoodLead Sound Designer

We also have to consider feedback, right? If you're hearing your own voice propagate back through the game and that's getting picked up on your microphone and then just going through again. So there's some practical limitations, maybe resulting in people having to wear headphones more often.

Josh BellSound Designer

You also don't want that thing where you struggle to talk because you hear your own voice slightly delayed.

Graham PhilipsonLead Audio Programmer

Yeah, well, it's important to know that we won't be playing back your own voice, because we're not trying to create a voice jammer here. We'll just be adding a sort of reverb tail of your voice, in an effect that's appropriate to the area, and it shouldn't be anything that makes you feel like you're drunk.

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