The crystal clear sounds from outside the cockpit

At first I don't want that this becomes a discussion about how sound travels in space in reality and if it for example would be possible to hear a sound of an other spaceship passing by.

I just want to mention that at least for me the crystal clear sounds from outside the cockpit are destroying the immersion a little. I mean no matter if it's the sound of engines, weapons, something going kaboom or the spoken announcements in stations they all come off as if there's nothing that filters them (like the cockpit glas for example).

Do you think this should be reworked for the given reasons or are you happy with how they are implemented?
 
Your ship replicates outside soundscape effects for spatial awareness. We must have continued to make entertainment media with spacesounds well into the future till it's become how we operate the actual ships.
 
Isn't the reasoning that the ship computer simulates the sound to assist the pilot? I'm absolutely fine how it is.
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edit:ninja'd
 
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I like the sounds how they are. Elite is one of the most melodious games I ever played.

And for the immersion: there is an explanation for the sounds you hear from outside the cockpit, they're simulated by the ship, so that the pilot has a better orientation.

Edit: Aaah, too slow :)
 
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How do you know the sounds (if any) outside your cockpit are the same ones you're hearing? Your own ship might very emulate them for you to help with your situational awareness.
 
To be honest I'm quite happy at where Elite has drawn the line between reality and sci-fi.
I mean whilst Firefly was made epic by its plotline and the "lack of sound" in space realism the same can be said for Star Wars and its pew pew explosion spacesounds.


What I suppose im trying to say is either way the game would be great within its own right, personally I'd be disappointed if they muffled the exterior noise since the audio in this game is so rich to begin with. Also moving into toast rack when two eagles come boosting out either side of you is great fun :)

Edit: Aha, love how people just got quadruple ninja'd
 
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Your ship replicates outside soundscape effects for spatial awareness. We must have continued to make entertainment media with spacesounds well into the future till it's become how we operate the actual ships.

Let me guess. You just made that up or is there really any documentation about that available?
 
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Everyone who has had his canopy shot up knows that it is not made up.
smile.png

I'd say this has to do with the (not existing) helmet that actually gets a function after your canopy finally breaks while it has absolutely no function before.

But as you're mentioning it. Shouldn't the sounds your ship so magically emulates for better spatial awareness be generated or directly induced into the headphones of your helmet and therefore should sound like before (broken canopy or not)? Questions over questions.
 
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At first I don't want that this becomes a discussion about how sound travels in space in reality and if it for example would be possible to hear a sound of an other spaceship passing by.

I just want to mention that at least for me the crystal clear sounds from outside the cockpit are destroying the immersion a little. I mean no matter if it's the sound of engines, weapons, something going kaboom or the spoken announcements in stations they all come off as if there's nothing that filters them (like the cockpit glas for example).

Do you think this should be reworked for the given reasons or are you happy with how they are implemented?

Putting the whole there's no sound in space completely to one side and thinking of it in terms of enjoyable gaming experience, I think they got the balance just right. There is already a lot of filtering and spacial processing on the sounds in realtime, I'm surprised you can't hear it! Explosions are a lot brighter sounding close up, especially if you're in a station inside the hanger you'll notice how dull a ship being destroyed by the stations lasers sound. Doppler shift is fully implemented as well. Anyone who's had their canopy blown out will have noticed the increased dullness from the emergency breather system to cocoon yourself in tighter fitting breathable atmosphere.

In terms of wanting all the sounds to be even duller to better represent the ships barrier between yourself and the outside universe, I just don't think that experience would be as pleasant.

Keep it as it is I say, they've done a super job on the sound in this game, both in terms of sound design and music.
 
Do you think this should be reworked for the given reasons or are you happy with how they are implemented?

There is no sound (so far as humans recognize it) in space. As such, I would like to not have outside sound inside my cockpit, since there's no way for it to get there (except as others have suggested, a computerized emulation for spatial awareness). If there is such a computerized feature, I would like to be able to turn it on and off at my leisure. I would still like to hear the sound of my engines, computer, and (though fainter) weapons.

Also, hearing announcements *inside* stations makes perfect sense, as the inside of a station is an atmosphere (notice how your life support count down stops the moment you enter the station, and not when you enter the landing bay proper).
 
I'd say this has to do with the (not existing) helmet that actually gets a function after your canopy finally breaks while it has absolutely no function before.

But as you're mentioning it. Shouldn't the sounds your ship so magically emulates for better spatial awareness be generated or directly induced into the headphones of your helmet and therefore should sound like before (broken canopy or not)? Questions over questions.

Considering that the game emulates the exact same thing, I wouldn't call it magical. If my crappy R7 can do it, the sound system in my ship should be able to do so as well. :)
 
What kind of sound are you aiming for when it comes to "sound in space"?
The player’s ship is at this point both the main character and scenario in the game, so my goal is to have it generate a rich soundscape on its own: the hums and chatter from the electronic equipment (think Nostromo starting up), the whirl of the air conditioner, the resonances of the weapons in the cockpit... there’s a myriad of elements that we can work within this inner space, all of which can be reactive to meaningful parameters to the point that an experienced pilot should know the state of the spaceship just by listening to it.
When it comes to outer space, my approach is to gather meaningful information and bring it into the cockpit via sound, if the pilot cannot naturally hear it. We have a device in the spaceship that could potentially simulate an entire aerial battlefield (delivered via earplugs or bone conduction), but what it actually recreates, and how, is entirely up to us. The question is then really a matter of design: does the pilot-player need to hear explosions? Do we represent all the explosions or only those within a certain distance and radius from the player’s point of view? Should they sound airborne-like, etc.
In addition to the “sound HUD”, the spaceships will include a different device, a radio of sorts, rudimentary but dependable, that plays through a speaker in the cockpit and passively tunes to radio frequencies, say that of a “nearby” pulsar or the engine of a spaceship passing by; in case of general interface malfunction, the radio might very well be the only source of information on the outside world.
Finally, when an atmosphere is present, airborne sounds will come into the mix, and the pilot will for instance hear a nearby explosion, enhanced by a deep submarine-like HUD boom, and punctuated by a little crackle on the radio, each of those elements contributing to the feedback.
It is important to stress that both radio and HUD are real devices, so they can malfunction or be damaged, and replaced by better models with different capabilities (both) or sound sets (HUD). The pilot should have some degree of control over them, from within the ship’s interface –a volume slider, a sound HUD checklist to activate or deactivate types of data sonified. More so, since both HUD and radio can be muted, it is possible to just drift along listening to the sounds that truly belong to the inner space, and nothing else.

From here:

https://forums.frontier.co.uk/showthread.php?t=8236
 
Let me guess. You just made that up or is there really any documentation about that available?



Also, take a look at this. FDEV are using positional sound as a way to add ambiance in the game. Imo, they are doing it in a spectacular way, but ymmv.

[video=vimeo;121620196]https://vimeo.com/121620196[/video]
 
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Let me guess. You just made that up or is there really any documentation about that available?

That was the official lore explaination of how we hear space sounds in our ship.

The actual reason is simply because sounds from space make a more interesting and atmospheric gaming experience.
 
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