News Feature Requests Update #9- In Space, No One Can Hear You Scream

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Feature Requests Update #9- In Space, No One Can Hear You Scream

What lucky things you are! Having barely anything last week to quench your Elite appetite and then this week getting a new Fiction Diary from Michael, the 4th official newsletter, and now another feature requests update. We may just be spoiling you!

This week’s update will be looking at a subject that we haven’t really discussed much as of yet, and that is the audio and sound in Elite: Dangerous. Whilst we didn’t receive as many requests about this area of the game as some other things, now seems as good a time as any to go through them. So let’s get started.

The first thing on this subject to mention, which is not actually a feature request but certainly relevant to this subject, is that in a recent interview with mmorpg-Italia David Braben did confirm that our intention for Elite: Dangerous is to have a classical score. Check out the whole interview here.

Several people wanted to know more about ambient sounds in-game. Most notably, whether you could hear any ambience from your engine and the inner workings of you ship from your cockpit. We can confirm that this will be the case. A similar enquiry that we can also confirm is the inclusion of ambient sounds from space sports, including police chatter and announcements from the hangers. These additions should help contribute to the overall feel of the game.

In addition to this, there will also be ambient sounds during combat. Within your cockpit you will hear warning sounds from your ship’s systems, contact sounds and maybe even burst pipes and the creaking of your hull when damaged.

Another big enquiry was whether Elite: Dangerous would feature a remastered sound track from the earlier games in the series. The plan currently is for ED to have an original score of its own. However this does not entirely discount the possibility of the news songs being inspired by any previous songs from the series:

Sandy: Can be discussed – needs a separate meeting
Michael: Probably not explicitly, Elite: Dangerous will have its own music. However this will likely be inspired by the original games.
Many of you were also curious whether there would be some sort of ‘Elite Radio’ or jukebox functionality in the game. So you could listen to music in your cockpit as part of the game. This feature is not currently in the design for the game, but it is something that may possibly be considered at a later stage:

Sandy: Not currently planned –could be discussed later though.
Michael: Not part of the current design, we may look into it down the line.
Finally this week, some of you were interested in being able to hear the weather on planets from within your cockpit; this is not something that will be there at first release but will be included with the planetary landings update:

Sandy: Yes, but not release in 1 – part of the landing on planets, & the interiors updates.
Michael: Eventually yes, but probably not part of the initial release.
So that’s it for this week. A shorter one than last time but hopefully with the other two updates you’ve seen this week there will be enough for you to think about until next time.

Thanks again for reading!

Ashley
 
Ha ha, nice update but it doesn't answer the biggest question - will you hear pew-pew sounds from out in space (or from an onboard sound simulator) that don't interact with your ship!?

As per this long-running poll/thread - http://forums.frontier.co.uk/showthread.php?t=4221

Edit: The title makes it sound like you're going full realism?

Its hard to know exactly how the sound design will turn out right now as it is such an iterative process. As far as I'm aware we want it to be as authentic as possible, but if having no audio for weapons makes the game seem too sanitised I imagine it will be changed.

That said, I imagine our audio team will be compelled to try out a couple of 'pew-pew' sounds at some point. ;)
 
Why not go for the realistic option - the noise of either a laser firing or a projectile launching from the weapons bay is your firing noise for your own ship.

Ships firing on you are soundless until the weapon hits you, then you have the noise of the shields or hull taking damage. It's a good way to intuitively know when your shields are down too without having to take your eyes off the battle...
 
Is there any thought so far on what kind of influences the 'classical score' will have? Often that term simply means that it will use the instruments of the orchestra, and tend to be fairly predictable in the orchestration, textures and forms it uses. Will we be getting any purely choral music? Despite my lack of religion, European sacred music is one of my favourite classical genres, and there happen to be a lot of decent college choirs in Cambridge!
 
The interviewer in the interview seems so.... blatant.. or like a little school girl tripping over candy "give me, give me!"... irritating lol. :)
 
Seeing as there is no unrealistic anti-gravity in space and how much 'frowned' upon by FD (and myself) where Movies and TV are concerned...

surely this attitude has to be reflected with regards to ambient sound?

Or the fact you only hear what's going on inside your cockpit, as a work around for sound representation of outside ambience could be done by the on-board computer systems, ie outside ship explosion energy waves are measured by on-board computer system and then represented by explosion sound in the cockpit...

...for lore's sake, humans need both visual and aural representation to allow them to be fully aware of their environment

just a thought
 
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They may as well include external sound as an option/ship generated thing as it'll be needed for when we can enter atmospheres anyway. :)
 
Someone recently told me about the David Braben Reddit IAMA feed, and I found this there:

captain_hippo said:
[...]Will we get the original BBC laser sounds?
DavidBraben said:
I like the idea of the laser sounds sounding like the BBC Micro version... I'm sure our sound guys will not though.. Hmmm....
;)
 
They may as well include external sound as an option/ship generated thing as it'll be needed for when we can enter atmospheres anyway. :)

The computer system could also let proper sound in, when available

"Originally Posted by DavidBraben
I like the idea of the laser sounds sounding like the BBC Micro version... I'm sure our sound guys will not though.. Hmmm...."

this paves the way for what audio system you use in your ship, hell FD could sell audio packs as vanity items, game would come with a basic sound set computer system (can be switched off, if you wanna go hardcore realism), but equipment can be bought which is tailored to your needs..
 
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All videos updated Frontier on Kickstarter, there is always the same background music. I found this really great music and I want to know if it will be part of the game and if it will be on the music CD of the game?

:)
 
Seeing as there is no unrealistic anti-gravity in space and how much 'frowned' upon by FD (and myself) where Movies and TV are concerned...

surely this attitude has to be reflected with regards to ambient sound?

Or the fact you only hear what's going on inside your cockpit, as a work around for sound representation of outside ambience could be done by the on-board computer systems, ie outside ship explosion energy waves are measured by on-board computer system and then represented by explosion sound in the cockpit...

...for lore's sake, humans need both visual and aural representation to allow them to be fully aware of their environment

just a thought

I agree, it would be daft to have sounds of someone else's Lasers firing but eminently sensible to have sounds that you would hear from within your ship such as the shields being hit (different sounds for different impact types/levels would be sensible)...

Being Deaf (I can hear with hearing aids before you start wondering why I'm going to say what comes next) I'd like the option to be able to turn off some sounds of my choosing so that the essential sounds (such as shield impacts etc) are not masked....
 
Along with sound representation (via computer systems), I would hope that there is also visual warnings coming from the cockpit and/or the HUD...
 
Sound and music make any film/game. When I produce a video, the thoughtful addition of music improves the experience tremendously. Realism be damned (its a game) I hope we get get to hear the roar of the solar wind as we fly too close to the sun, the kerwuhmp of ships coming out of hyperspace, the hum of the light sabre, the flushing of the space loo :cool:
 
Why not go for the realistic option - the noise of either a laser firing or a projectile launching from the weapons bay is your firing noise for your own ship.

Ships firing on you are soundless until the weapon hits you, then you have the noise of the shields or hull taking damage. It's a good way to intuitively know when your shields are down too without having to take your eyes off the battle...

This.
 
Quote:
Originally Posted by Selezen
Why not go for the realistic option - the noise of either a laser firing or a projectile launching from the weapons bay is your firing noise for your own ship.

Ships firing on you are soundless until the weapon hits you, then you have the noise of the shields or hull taking damage. It's a good way to intuitively know when your shields are down too without having to take your eyes off the battle...



Double This !
 
Third!

Providing the HUD is flashing and beeping at you about incoming fire :p

I agree with all of you but I'd like my flashing and beeping to be converted into pew pew sounds, even of weapons fire that doesn't hit my ship. See where this is going? Choice again.
 
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