The FLAC from the Canonn page
I'm surprised it's not recognisable. Imagine slow breaths as though a person is in deep sleep and breathing through a mask.
Here's how I hear it. View attachment 375638
I do find this interesting . .. I never noticed the "breathing" before now....
I also was able to find the work done by another CMDR about trying to find where that signal is coming from, it was narrowed down quite well....
perhaps its worth a re-look in these systems for any possible escape pods floating off far in a system, not detectable until much closer to it...
I do find this interesting . .. I never noticed the "breathing" before now....
I also was able to find the work done by another CMDR about trying to find where that signal is coming from, it was narrowed down quite well....
perhaps its worth a re-look in these systems for any possible escape pods floating off far in a system, not detectable until much closer to it...
There's a large scale investigation going on right now, if you're interested. Check in my signature below.
EDIT: can't see signatures on mobile, just in case, this is the link to Canonn's Landscape Signal Expedition.
Regarding the whisper in witch space. This does not have to be overly complex, to be a possible implementation of the Raxxla mystery.
Even though the hyperspace sequence is a loading screen, it's not entirely static. It does change a bit, depending on the target star. Some form of data is loaded into the sequence animation. The sound probably has the same option.
We know there are hidden systems in the game. At release you could search the galmap for test or test2, and the map would move to locations in the central bubble. one of them was very close to Sol. You cold not select them jump to them. They were used by FD for testing.
FD could easily made another hidden system and put Raxxla in it. If so they would only have to override your target system for the hyperspace jump, if all the required criteria were in place. If they use Shinrarta Dezhra as either the jump from system or target system, you even get the Elite requirement for free.
SD makes a lot of sense for location of the Omphalos Rift ....but how to find it??
Edit
Has anyone tried jumping from/to SD with Ancient Keys or Trinkets in their hold?
Is there any lore information that might shed light on the mechanism?
My plan is to simply record the audio of jumps. I'll note down the origin and destination of each jump, as well as the distance covered.
Edit: Part 2 of this Investigation is here.
To test this I've done the following trips:
Achenar to Laedla. 30.6ly
Laedla to Shui Wei Sector LN-S B4-7. 30.6ly
Shui Wei Sector LN-S B4-7 to Crucis Sector EB-0 A6-1. 31ly
Crucis Sector EB-0 A6-1 to Liu Links. 30.8ly
Liu Links to LTT 5013. 30.6ly
LTT 5013 to Lave. 28ly
Lave to Diso. 3.59ly. and back.
Lave to Har Itari. 29.1ly
Har Itari to LTT 5419. 30.8ly
LTT 5419 to 61 Virginis. 29.9ly
61 Virginis to Sol. 27.9ly
Sol to Alpha Centauri. 4.38ly. and back.
Sol to Tau Ceti. 11.9ly. and back.
Sol to Zeta Tucanae. 28ly
Zeta Tucanae to Col 285 Sector SJ-W B 16-3. 30ly
Col 285 Sector SJ-W B 16-3 to Apadipinook. 30.6ly
Apadipinook to ICZ BQ-Y D111. 29.9ly
ICZ BQ-Y D111 to Achenar. 28.9ly
I've recorded each jump, and I'm in the process of trimming them to start and end at the same part of the trip - specifically the exact moment of entering witchspace to the 'whump' when you land near a star.
My initial results are interesting:
From the three I've processed so far I've drawn the following preliminary results - which might change as I do this over more time:
It's very clear each of these jump audio is almost identical. I was lucky in that all my jumps took almost exactly the same length of time so it's easy to compare.
There are slight variations though, it looks to my inexperienced eye that that's something like a live mix going on rather than the game simply playing a pre-recorded mix each time.
There's no indication of anything buried in the audio.
Looking over all 21 current recordings this is true of all of them, and from this I'd expect this finding to be the 'baseline'.
If this is the case, then it would be exceptionally easy to inject another audio channel in there at any time and have it intermixed with the existing audio.
Now I've got a feel for it, and the method seems to be recording well enough, and is pretty on-brand for a Brookes puzzle test, my plan is:
See if the variations in audio relate to the type of star at the destination. I plan to jump to at least one Neutron star and LAWD26 just to see if there's any difference. If there is, I'll expand to other star types and include that in the log for each destination system, etc. If not then I'll ignore star types in the survey.
Travel from Achenar to Shinrarta Dezhra, then to LAWD26, then Jackson's Lighthouse.
Travel to the Pleiades and record jumps around there, focusing on Delpi and Maia.
While there I'll get Hyperdicted and compare that audio.
I'll get a Thargoid probe and do some jumps with that and see if there are any additional audio components: Jaques claimed the probes "sing".
Travel to the Guardian Ruins and around the Regor perimeter.
I will collect Guardian artefacts and Relics and see if thee are any variations in audio.
Travel to PMD2009 48, the tourist spot Brookes Tour beacon that mentions Raxxla.
Travel to accessible systems in Barnard's Loop area.
I thought about testing other ships to see if the audio mix is different per-ship, but... ehhhh....
That's a lot of work, so I might not get all of it done (probably won't!), but that's the plan for now.
What I'm looking for:
The expected outcome is that all jumps regardless of any other factors are essentially identical, despite minor variations due to what is presumed to be a live mix.
Judging by the 21 near-identical samples I have already, any variation that's intended to be seen will be pretty easy to spot.
If there are audio variations introduced by any external factor -like destination star type, or by carrying any specific type of cargo, then I'll have to stop and re-think the plan.
Anyone have any ideas on other places that might be worth adding to the list, or might be better to visit that something I've already done? Is there anything else I should be testing?
SD makes a lot of sense for location of the Omphalos Rift ....but how to find it??
Edit
Has anyone tried jumping from/to SD with Ancient Keys or Trinkets in their hold?
Is there any lore information that might shed light on the mechanism?
Brookes said Shinrarta Dezhra isn't Raxxla, and it's open to interpretation since he might have been referring to Founder's World specifically, but... I assume he meant all of it.
Shinrarta seems to fit a lot of the clues, and it makes perfect sense from a lot of angles that Shinrarta Dezhra contains Raxxla, or is somehow significant to it, but no-one has ever found anything and many have looked. If anyone is going to find anything there I suspect you're going to have to really, really think outside the box.
Regarding the whisper in witch space. This does not have to be overly complex, to be a possible implementation of the Raxxla mystery.
Even though the hyperspace sequence is a loading screen, it's not entirely static. It does change a bit, depending on the target star. Some form of data is loaded into the sequence animation. The sound probably has the same option.
We know there are hidden systems in the game. At release you could search the galmap for test or test2, and the map would move to locations in the central bubble. one of them was very close to Sol. You cold not select them jump to them. They were used by FD for testing.
FD could easily made another hidden system and put Raxxla in it. If so they would only have to override your target system for the hyperspace jump, if all the required criteria were in place. If they use Shinrarta Dezhra as either the jump from system or target system, you even get the Elite requirement for free.
I'm sorry, I didn't quite get that. By selecting the Test system, you could jump in there no matter how far away you were from it ? Or is it always 0 distance away?
I asked why, for example if there is a system outside the galaxy with 0 distance.
We could jump there from anywhere and back to anywhere in the galaxy.
So this system is like a place without a specific location. It's basically a key and a door.
I'm sorry, I didn't quite get that. By selecting the Test system, you could jump in there no matter how far away you were from it ? Or is it always 0 distance away?
If they behaved like the broken Ross 54, the distance was shown but plotting would always fail.
There is the oft-overlooked Set Target button (right side of GalMap, above the add/remove bookmark one), but then any attempt to jump only presents you with a crash to desktop.
My plan is to simply record the audio of jumps. I'll note down the origin and destination of each jump, as well as the distance covered.
To test this I've done the following trips:
Achenar to Laedla. 30.6ly
Laedla to Shui Wei Sector LN-S B4-7. 30.6ly
Shui Wei Sector LN-S B4-7 to Crucis Sector EB-0 A6-1. 31ly
Crucis Sector EB-0 A6-1 to Liu Links. 30.8ly
Liu Links to LTT 5013. 30.6ly
LTT 5013 to Lave. 28ly
Lave to Diso. 3.59ly. and back.
Lave to Har Itari. 29.1ly
Har Itari to LTT 5419. 30.8ly
LTT 5419 to 61 Virginis. 29.9ly
61 Virginis to Sol. 27.9ly
Sol to Alpha Centauri. 4.38ly. and back.
Sol to Tau Ceti. 11.9ly. and back.
Sol to Zeta Tucanae. 28ly
Zeta Tucanae to Col 285 Sector SJ-W B 16-3. 30ly
Col 285 Sector SJ-W B 16-3 to Apadipinook. 30.6ly
Apadipinook to ICZ BQ-Y D111. 29.9ly
ICZ BQ-Y D111 to Achenar. 28.9ly
I've recorded each jump, and I'm in the process of trimming them to start and end at the same part of the trip - specifically the exact moment of entering witchspace to the 'whump' when you land near a star.
From the three I've processed so far I've drawn the following preliminary results - which might change as I do this over more time:
It's very clear each of these jump audio is almost identical. I was lucky in that all my jumps took almost exactly the same length of time so it's easy to compare.
There are slight variations though, it looks to my inexperienced eye that that's something like a live mix going on rather than the game simply playing a pre-recorded mix each time.
There's no indication of anything buried in the audio.
Looking over all 21 current recordings this is true of all of them, and from this I'd expect this finding to be the 'baseline'.
If this is the case, then it would be exceptionally easy to inject another audio channel in there at any time and have it intermixed with the existing audio.
Now I've got a feel for it, and the method seems to be recording well enough, and is pretty on-brand for a Brookes puzzle test, my plan is:
See if the variations in audio relate to the type of star at the destination. I plan to jump to at least one Neutron star and LAWD26 just to see if there's any difference. If there is, I'll expand to other star types and include that in the log for each destination system, etc. If not then I'll ignore star types in the survey.
Travel from Achenar to Shinrarta Dezhra, then to LAWD26, then Jackson's Lighthouse.
Travel to the Pleiades and record jumps around there, focusing on Delpi and Maia.
While there I'll get Hyperdicted and compare that audio.
I'll get a Thargoid probe and do some jumps with that and see if there are any additional audio components: Jaques claimed the probes "sing".
Travel to the Guardian Ruins and around the Regor perimeter.
I will collect Guardian artefacts and Relics and see if thee are any variations in audio.
Travel to PMD2009 48, the tourist spot Brookes Tour beacon that mentions Raxxla.
Travel to accessible systems in Barnard's Loop area.
I thought about testing other ships to see if the audio mix is different per-ship, but... ehhhh....
That's a lot of work, so I might not get all of it done (probably won't!), but that's the plan for now.
What I'm looking for:
The expected outcome is that all jumps regardless of any other factors are essentially identical, despite minor variations due to what is presumed to be a live mix.
Judging by the 21 near-identical samples I have already, any variation that's intended to be seen will be pretty easy to spot.
If there are audio variations introduced by any external factor -like destination star type, or by carrying any specific type of cargo, then I'll have to stop and re-think the plan.
Anyone have any ideas on other places that might be worth adding to the list, or might be better to visit that something I've already done? Is there anything else I should be testing?
Bravo, if there is anything hidden then this will identify it. If I had the time on my hands, this is something I would love to tackle, but in a galaxy of this size, where to start!
One of the primary reasons why I undertake my research, is so as to reduce this search area as much as possible, because applications as above could only be effective if done so within an area of identifiable probability.
As a mechanism to hide something, it would be elegant.
FD are well known for using sound well in game, and I recall initially with surface landing sound was integral towards helping find various things from orbit which many never caught on to, simply because FD never communicated it, likewise they generally made certain think difficult (plotting between stars) simply because they wanted to force players to ‘think’.
As you have mentioned it’s not impossible to achieve. And if applicable once we identify it, I suspect it would become incredibly ‘obvious’. It might even be why we haven’t found Raxxla, but again it’s that big question of ‘where to look’. I think once (if) it’s identified it will act as a very clear way-point compass…. That’s if it’s not broken!
I believe in this instance a great candidate would be anywhere in the upper celestial sphere; to and from: Thetis and Shamash.
If the above is an intentional audio clue, I would image anywhere inside a zone of influence between the systems which constitute of Morrigan; the Moirai.
Then maybe look closer at the Norns; the Fall; Sin; Gilgamesh; Shibboleth; Tiamat; Demeter; Persephone; Pandemonium; Artemis and Ahti.
I asked why, for example if there is a system outside the galaxy with 0 distance.
We could jump there from anywhere and back to anywhere in the galaxy.
So this system is like a place without a specific location. It's basically a key and a door.
The test systems aren’t possible to jump to, but they are in the game. Dev. test pilots can probably jump to these systems. If not, it would limit the usefullnes of the test systems.
If they can put hidden test systems in the galaxy, they can put in other hiden systems as well.
The FLAC from the Canonn page
I'm surprised it's not recognisable. Imagine slow breaths as though a person is in deep sleep and breathing through a mask.
Here's how I hear it. View attachment 375638
I can sort of hear what you say... but I wouldn't say it's a breath sound as there's other frequencies being played too.... just noise that you might interpret as a breath.... I guess playing blind to someone or two and ask them what they can hear would be a test...
I've listened to the racket planets play in FSS and convinced myself there's voices in them.... looking for something that might not be there? ;-)
The test systems aren’t possible to jump to, but they are in the game. Dev. test pilots can probably jump to these systems. If not, it would limit the usefullnes of the test systems.
If they can put hidden test systems in the galaxy, they can put in other hiden systems as well.
Pretty sure some of the Live streams showed the Frontier guys messing about with their test systems (whilst turning off the feed from the game) then hopping back in to show the new functionality.... from memory they can hop about without jumping and some of the vids they explained they had infinite credits, etc...
Pretty sure some of the Live streams showed the Frontier guys messing about with their test systems (whilst turning off the feed from the game) then hopping back in to show the new functionality.... from memory they can hop about without jumping and some of the vids they explained they had infinite credits, etc...
Yes these are god-modes the Devs use, there are hackers out there who’ve accessed them to exploit infinite jumps or fly Thargoids etc.
The ‘galaxy’ is not really a spacial entity, we don’t physically travel anywhere, Cmdrs dial up that data and it loads into an instance. So logically ‘distance’ or ‘fuel’ are simply game-logic limitations.
If there a mechanism exists to intentionally hide Raxxla, I suspect there are any number of various ways to do so. But honestly if there were, I believe we ought to have found them by now, unless its narratively locked, or more likely bugged.
I believe it’s far more likely ‘just out there’ but it either doesn’t show up on scans initially, or it’s so obvious or common place we likely ignore it regularly out of hand, or is in the most mundane boring system imaginable, or like Genships, really far out in a stars orbital area… or it’s a rogue planet with no star…
But I do wholeheartedly believe Michael Brookes ‘did’ leave clues, and these were written large into the game. His quote of ‘there will be no clues’ is historical, and more likely related to an archived storyline - ‘nothing to say at this time’. The architecture we’re seeing only now (through the lens of the Codex) obviously existed during that time, any narrative could have progressed through it, culminating into a particular area… if it were originally narrative.
Since that narrative (if linked to Raxxla) was scrubbed, that architecture would still exist in game, albeit contextually meaningless.
I don’t believe there is any ‘magic’ behind unlocking Raxxla, I suspect after the DW missions were found bugged, I suspect they were paused (for various reasons), but the Codex was intentionally built, as a way to resolve and tie that narrative together, then (hypothetically) the objective/s simply were put in place for discovery. It’s true there were no clues… but when the Codex was written, they took the architecture and cleverly referenced it, and repurposed it, as a map.
I believe (truly) we’ve established part or a large percentage of this map. However Raxxla could well still be anywhere with in it. But we certainly have not only refined an area of influence where it ought to be, but equally important - uncovered Brookes originally narrative architecture.
Yes these are god-modes the Devs use, there are hackers out there who’ve accessed them to exploit infinite jumps or fly Thargoids etc.
The ‘galaxy’ is not really a spacial entity, we don’t physically travel anywhere, Cmdrs dial up that data and it loads into an instance. So logically ‘distance’ or ‘fuel’ are simply game-logic limitations. If there were a mechanism to hide Raxxla, there are any number of ways to hide it. But honestly if there were I believe we ought to have found it by now, or its narrative, or more likely bugged.
I believe it’s more likely ‘just out there’ but it either doesn’t show up on scans initially, or it’s so obvious we likely ignore it regularly out of hand, or is in the most mundane boring system imaginable.
But I do wholeheartedly believe Michael Brookes ‘did’ provide clues, and these are written into the game currently. His quote of ‘there will be no clues’ is historical, and more likely related to the archived DW storyline. The architecture we’re seeing only now obviously existed during that time, any narrative could have progressed through it, culminating into a particular area… if it were narrative.
Since that narrative (if linked to Raxxla) was scrubbed, that architecture would still exist in game.
I don’t believe there is any ‘magic’ behind unlocking Raxxla, I suspect after the DW missions were found bugged, I suspect they were paused, then the Codex built, as a way to tie that narrative together, then (hypothetically) the objective/s simply put in place for discovery.
I keep thinking... do we have the tools to find out which faction the convoy in Witches Reach belongs to (locked system near Sol)?
The theory is that previously this system required a “key” (the FD was not closed for further content). There are no factions in the system, but judging by the old patch note, a convoy was placed there. And.. for example... if you find out which faction the convoy belongs to, then access to the system may be located somewhere nearby with some faction
The context of the question clarifies everything: Raxxla is not "exclusive" to the first person who finds it, but something persistent in the game world.
I've now completed over 60 jumps, including: Hyperdiction, Neutron star, Neutron Jump, Wolf-Rayet.
Achenar to Laedla. 30.6ly
Laedla to Shui Wei Sector LN-S B4-7. 30.6ly
Shui Wei Sector LN-S B4-7 to Crucis Sector EB-0 A6-1. 31ly
Crucis Sector EB-0 A6-1 to Liu Links. 30.8ly
Liu Links to LTT 5013. 30.6ly
LTT 5013 to Lave. 28ly
Lave to Diso. 3.59ly. and back.
Lave to Har Itari. 29.1ly
Har Itari to LTT 5419. 30.8ly
LTT 5419 to 61 Virginis. 29.9ly
61 Virginis to Sol. 27.9ly
Sol to Alpha Centauri. 4.38ly. and back.
Sol to Tau Ceti. 11.9ly. and back.
Sol to Zeta Tucanae. 28ly
Zeta Tucanae to Col 285 Sector SJ-W B 16-3. 30ly
Col 285 Sector SJ-W B 16-3 to Apadipinook. 30.6ly
Apadipinook to ICZ BQ-Y D111. 29.9ly
ICZ BQ-Y D111 to Achenar. 28.9ly
Achenar to Mot. 5.3ly. and back.
Achenar to ICZ FW-W B2-2. 29.9ly
ICZ FW-W B2-2 to Samebito. 27.6ly
Samebito to LHS 1909. 30.2ly
LHS 1909 to ETA Crucis. 30.9ly
ETA Crucis to Shinrarta Dezhra 20.6ly
Shinrarta Dezhra to Puppis Sector DL-Y D 116. 29.7ly
Puppis Sector DL-Y D 116 to LAWD 26. 19.7ly
LAWD 26 to Coatlicue. 30.3ly
Coatlicue to Mehudi. 30.2ly
Mehudi to LP 528-7 1. 29.8ly
LP 528-7 1 to Col 285 Sector OM-F A27-2. 30ly
Col 285 Sector OM-F A27-2 to Col 285 Sector RM-F A27-2. 31ly
Col 285 Sector RM-F A27-2 to Jackson's Lighthouse. 13.8ly
Jackson's Lighthouse to Hyades Sector JM-V C2-2. Neutron Supercharged 124.3ly
Hyades Sector JM-V C2-2 to HIP 23414. 31.1ly
Hyades Sector NC-U B3-1 to Hyades Sector KR-V B2-5. 31ly
Hyades Sector KR-V B2-5 to Hyades Sector HG-X B1-4. 29ly
Hyades Sector HG-X B1-4 to HIP 2004 1. 30.2ly
HIP 2004 1 to Pleiades Sector NN-T C3-11. 26.3ly
Pleiades Sector NN-T C3-11 to Pleiades Sector WU-O B6-0. 30.9ly
Pleiades Sector WU-O B6-0 to Delphi. 30.4ly
Delphi to HR1185. 11.5ly and back
Delphi to Maia. 30.4ly
Maia to Merope. 4.28ly.
Merope to Maia 4.28ly. Hyperdiction (Non-Hostile)
Merope (Hyperdiction space) to Maia 4.28ly.
Maia to Atlas. 5.58ly
Atlas to Asterope. 12ly.
Asterope to Delphi. 22.1ly
Delphi to Pleiades Sector WU-O B6-0. 30.4ly
Pleiades Sector WU-O B6-0 to Pleiades Sector IR-W D1-52. 29.9ly
Pleiades Sector IR-W D1-52 to Hyades Sector ZE-Z B2. 28.8ly
Hyades Sector ZE-Z B2 to Hyades Sector BQ-X B 1-0. 30.2ly
Hyades Sector BQ-X B 1-0 to Hyades sector DB-W B2-4. 27ly
Hyades sector DB-W B2-4 to Arietis Sector FL-X B 1-3. 30.9ly
Arietis Sector FL-X B 1-3 to Hyades Sector DX-H A 11-1. 30.9ly
Hyades Sector DX-H A 11-1 to HR 1575. 26.5ly
HR 1575 to Tascheter Sector XO-A B6. 29.7ly
Tascheter Sector XO-A B6 to Bota Ili. 30ly
Bota Ili to LP 421-7. 30.9ly
LP 421-7 to LFT 601. 29.8ly
LFT 601 to LP 788-24. 28.4ly
LP 788-24 to Shamash. 8.4ly
So far, I have seen nothing that I would consider anomalous, but this is a very small sample size considering the scope of possibilities.
It is, however, enough to put together a working model of the audio part of the hyperspace jump sequence, which I think gives us an insight into how the jumps are put together:
I have collected three main types of Hyperspace Jump.
Standard Jumps. These are what I think of as "minimum duration jumps", they last for the shortest possible time.
Prolonged Hyperspace Jump. These are jumps that take longer than the minimum and usually "feel" much longer too.
Hyperdiction-Interrupted Hyperspace Jump. Interdicted by Thargoids - so far only tested in the Pleiades.
This is all subject to change and refinement after collecting more data.
Conclusions so far:
The Hyperspace jump is divided into three sections:
The "spool up" in realspace: This can have a lot of audio variation since your environment changes this. Ignoring this section for these reasons.
Witch-Space: The actual time spent in witch-space.
Exit "Whump" at destination star (or emergency exit because of Hyperdiction).
So, section 2 is where we need to concentrate this investigation because that's the only portion where the whispers are. As previously noted there seems to be a different mix for each jump, but it's subtle. It's almost exactly the same sound each time, I doubt a human could tell the difference.
Here are the main takeaways so far:
Consistency:
It would appear that there is a high degree of consistency in the first 10 seconds of any/every Witch-Space jump. At approximately the 10 second mark Hyperdictions start, which is a clear two or more seconds before the normal exit checkpoint. Since that's only applicable in areas with Thargoids, I'm not sure if every jump does this check, or there's some sort of global 'region' flag that causes this check to happen only in certain areas?
For every jump, other than a Hyperdiction-afflicted one, after 12 seconds there seems to be an "Exit/No exit" check. It seems that if this check fails (due to network lag, for example), you enter a "Prolonged Jump" sequence where a new 15 second long audio mix starts. At the end of this 15 second segment it appears this same check is repeated. I've got one recording of this second check failing and it goes into what seems like a third 15 second sequence with the same pattern up to a certain point, then it's different at the end, but I've only had that once so I need more samples before I can see if that's a weird one (It was Delphi to HR1185, FYI).
Note: Timings are approximate, but within +/- 1 second from the samples I have collected.
External factors:
So far, nothing at all seems to affect the audio. The origin or destination stars seems to make no difference at all. The length of the jump in realspace (in Lightyears) seems to make no difference at all. Neutron-boosted jumps are exactly the same as standard jumps. Fuel level and module configuration seems to make no difference. Jumping from Supercruise, realspace, near a star, near a station, near a planet, etc. seem to make no difference. I've jumped across the bubble and out to the Pleaides, and there's no evidence of any difference in the audio depending on galactic location - at least across this small area.
I haven't tried different cargoes yet, but I don't expect it to make a difference (other than if something is a deliberate trigger). I haven't tried jumping with the ship damaged, etc. I will try carrying Thargoid and Guardian cargo in the future too as previously mentioned.
Conclusion:
At this early stage it seems like the first 10-second audio segment always happens. Then there's at least one trigger condition that can switch to an alternate sequence (Only Hyperdiction so far logged, but clearly that capability exists). Then at 12 seconds there's what I assume is the 'primary' check to see if the 'end sequence' can load and you end up where you meant to go.
I think this means that if Raxxla were detectable in Hyperspace, it's pretty likely that audio 'signal' (or whatever) would appear after 10 seconds into Witch-Space. I'm assuming (with really nothing to base this on other than it makes sense) that the first 10 seconds is the 'loading' sequence. If it needs more time, it'll extend the sequence by another 15 seconds, and maybe another after that, etc. The Hyperdiction event starting at the 10 second mark means there's a trigger that allows an alternate load at that point. I'm not sure why they didn't set that at the 12 second exit-point that already existed, but... for whatever reason, that's how it works.
My gut feel is that if Raxxla is going to show as audio in Witch-Space it would start at 10 seconds and be a 'fake' sequence like Hyperdictions, or at 12 seconds and be a 'special' type of prolonged sequence. However! It's also possible that there could also be additional audio added to the mix within the first 10 seconds - I have seen no evidence of this at all, but... it's possible since that segment is clearly not a pre-recorded sound, there's at least some level of variation there.
So - Keep your eyes out for long jumps that take over 15 seconds. If one does, it might be worth jumping back and forth a couple of times to see if it was simply lag or whether it's something else.
@Rochester Thanks, I've added your systems to the list. I finished today at Shamash (Nothing to report on the jump in) so next time I'll do all your systems before heading out to Regor.