Live Forum Q&A - Audio!

Hi guys, just wanted to say what a stellar job you've done. I especially like the way the audio mix changes through the game's menus / credits / loading screen. There are lots of bits of audio that make you just stop and listen.

As to questions, I was wondering about the design process for some of the sound aesthetics, such as when time is paused. It has a very striking aesthetic, even to the point of being somewhat unsettling.
 
Hi everybody!

So I have a question for you dear Dev Team!

Do you intend to add small boxes a sound effect?

Let me explain,
For example small short term sounds like: the strange laugh, door creaking noises, animal sounds, etc ... to create dark ride with horror type of atmospheres, halloween or else!

Thank you in advance and kept your wonderful work! You sell the dream guys![up]

And for my little question ..?[big grin]
 
  1. Generally there's a mix of using the real thing for reference, but creating the sounds to do that ourselves (as it's very difficult to isolate e.g. the motor noise in a busy park). Having the sound reference that Watson recorded was super helpful for comparing with the real thing.

  2. Answered above by Matt.
  3. I'm currently working on getting whoosh pasts on coasters working, so if you go really close to scenery or terrain you get a nice audio effects.
  4. I think we've got a chief beef jingle in already, and I may or may not know what a theremin sounds like which could be related to cosmic cow. Maybe. :D
  5. We have plans to alter them based on how happy they are, to feed back into the simulation. So if you don't train the mascot well they might be more aggressive or care less.
  6. I think Matt answered this above :)
  7. We've already got a pirate band, and there are some plans for other bands for release, but I can't give any more than that away sorry [mouth shut]

Thank you very much, indeed!!![yesnod]

- - - - - Additional Content Posted / Auto Merge - - - - -

Answered in post 140. I heard the swooshes for the first time today in full surround and I'm a big fan of how it turned out [yesnod]


Sorry, just saw that a second ago[big grin]
 
my question may have been overlooked but inwould love to kbow what software you guys use for the mixing and editing of sound design. as in your favorite plug ins, and daws that you like using?

thanks in advance for all the hardwork and amazing audio.
 

Matthew Florianz

Senior Audio Designer- Elite: Dangerous
Frontier
Hi to the team!

First of all, thanks for the amazing sound work on the game already :)

Here are a few questions:

1°) Who wrote the PC theme that we have on the launch menu? Will we get other musics from this composer? I could listen to this all day long ah ah, It fills me with joy almost instantly and as a musician, I laughed when I noticed the whole 7/4 thing!

2°) How many emotions/reactions do you plan to integrate in terms of audio for the peeps? We saw on the first live that peeps now react to near bands and so on, what about being afraid / scared in haunted coasters for example? How large is the emotion scope going to be? Is it going to be dynamically handled with nearby scenery or buildings etc?

3°) I noticed that if you come close to isolated peeps, you can hear them talking. What's the language? How did you create this?

4°) Do you plan to add music when we zoom out from the park? I think it was the case in RCT3 right?

Thanks a lot!


Hi CrimsonOrpheo!

We absolutely loved hearing that piece of music for the first time. It's done by Mr. Jim Guthrie and he's been such a blast to work with. He's really talented and as you say, a real musician (which sadly I am not).

We have really only done a first pass on the guests. The excited stuff on rides is all first pass and we plan to do a lot more on those. With regards to crowd interaction with surroundings, that's something for the designers and animators to talk about but I can say what's currently missing is close up audio. When you get really close to them, you can see that they emote certain things but there is not audio (yet). In alpha 2 you'll get your first taste of that as we add more to this, James and Jon did an amazing job on that.

Yes, we did create the language, or better said, James Stant did. It's called Planco. We where really struggling with wanting something as unique as our characters while not resorting to any existing language. So one day, James comes in and says he was slightly bored watching television the previous night and had spend the time thinking of a substitution of English instead of an entirely new language. It was brilliant, as it was something we could actually achieve in the time frame of the project! He's well over 2000 words into it now and yes, those are actual conversations and they are about the world the people are in. And we'll add a lot more!

Music when zooming out is not something I like. We want you to hear a distant park up high and will do a bit of work to make that sound more busy. The reason I don't like it is because it becomes like an invisible switch in the sky and the music just comes in and goes out for no other reason than zooming. We might bring in music when you spend a little time at that hight and there's not enough change over time (we haven't decided yet) but we much rather make the game audio so good that at that distance it sounds like a real park at distance. Something that wasn't possible with the technology of rct3 : )
 

Jashby

Frontier
Frontier
Hi guys, just wanted to say what a stellar job you've done. I especially like the way the audio mix changes through the game's menus / credits / loading screen. There are lots of bits of audio that make you just stop and listen.

As to questions, I was wondering about the design process for some of the sound aesthetics, such as when time is paused. It has a very striking aesthetic, even to the point of being somewhat unsettling.

Glad you liked the transitions. It's probably my favourite bit that I did (even though it was fairly quick to implement the code as we already had a great theme tune to work with James did all the heavy lifting). The idea to go for the pause aesthetic was to create an almost dreamlike quality, but I guess it still needs some tweaks. Thanks for the feedback [happy]
 

Matthew Florianz

Senior Audio Designer- Elite: Dangerous
Frontier
Feeding the simulation into the audio is something I really wanted to push. Rides sounding different depending on how the people on the ride felt etc. That's definitely something I think we're going further into that previous games.

Despite being in the office with people who've worked on games for 20+ years, this is my second ever game [woah] (and the first game I worked on Tales From Deep Space was only for 2 months). It's really nice to have that wealth of experience in the team which you can fall back on when you have queries.

You'd never know it from your contributions though, you are a pro!
 
It has been really nice and very informativ.

Interesting how much love and detail goes into the game. Sound, animation, art and design all working together nothing is less impressiv or regarded as not important.
 

Matthew Florianz

Senior Audio Designer- Elite: Dangerous
Frontier
my question may have been overlooked but inwould love to kbow what software you guys use for the mixing and editing of sound design. as in your favorite plug ins, and daws that you like using?

thanks in advance for all the hardwork and amazing audio.

It's really all over the place. We use Soundforge, Vegas, Cubase and even Abelton. Waves and Izotope are favourites but in the end it's really just a lot of layering and putting things together that work : )

Thanks for the kind comment!
 

Jashby

Frontier
Frontier
my question may have been overlooked but inwould love to kbow what software you guys use for the mixing and editing of sound design. as in your favorite plug ins, and daws that you like using?

thanks in advance for all the hardwork and amazing audio.

Thankfully I can leave all the design stuff to the design team, so I don't get to touch a DAW. For audio debugging I use wwise, which is really handy for tracking down why something is too loud, too quiet or replaced with the sound of chickens for some reason [haha]
 

Zac Antonaci

Head of Communications
Frontier
Hey guys,

Big thanks to Matt and Jon! I'm sure the guys would carry on all night but it's 30 minutes over now so I'm going close the thread.

Thank you so much for joining and thank you for the questions and thank you so much for keeping them all audio focused.

Don't forget to join us for another livestream and Q&A next week! Have a great evening everyone.

Zac
 
The idea to go for the pause aesthetic was to create an almost dreamlike quality, but I guess it still needs some tweaks.
Don't get me wrong, I very much like the pause aesthetic. It does have a dreamlike quality to it, and I guess 'unsettling' isn't really the right word for it (as it has negative connotations and that's not what I was going for). Let's just say that when I first experienced it, I found it very striking and that was a good thing.
 
Hey guys,

Big thanks to Matt and Jon! I'm sure the guys would carry on all night but it's 30 minutes over now so I'm going close the thread.

Thank you so much for joining and thank you for the questions and thank you so much for keeping them all audio focused.

Don't forget to join us for another livestream and Q&A next week! Have a great evening everyone.

Zac

Again, thank you all very much for taking time for us and answering our questions. Keep on with your great work, you're doing a great job!!![yesnod]
 
Thank you all!

Evidament I would be part of next week. The Q & A are somewhat become my weekly appointment![squeeeeee]

Cheers and continued like this you are awesome Frontier Team![up]
 
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