I miss screams of terror

I think it should be a game option if Frontier were to put in "Terror" screaming as I'd find it really annoying & wouldn't use it.

Cool, another tick-box...

No, this should simply be implemented and only option should be to turn sounds off, rly. If it´s done right, it cannot be more annoying than current sounds (which are annoying, because they do not fit at all). I brought this up back when this was in BETA, but not many people agreed with me. I´m happy someone else brought it back again. I still consider RCT1-2 the best in this regards. So realistic, just lacking more variants so it might get a bit repetetive after while.
 
The way it is now is just unrealistic in my opinion. The current sound design doesn't really give me that feeling of being in a theme park to be perfectly honest. Also, other games have done it perfectly prior to this so I don't understand why it would be an issue in PC all of a sudden.
 
Honestly, I've thought the same thing. I think they just need to add another type of scream for the more intense parts of rides. Like if there's a big drop or something.
 
maybe they can refer the screaming sound from people riding thrill rides and roller coasters in real life cuz now they scream like they're laughing at something .... unrealistic but personally I love to see people screaming when it comes to a big drop or pass a loop that make all the rides and coasters fascinating [haha][haha][haha]
 
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maybe they can refer the screaming sound from people riding thrill rides and roller coasters in real life cuz now they scream like they're laughing at something .... unrealistic but personally I love to see people screaming when it comes to a big drop or pass a loop that make all the rides and coasters fascinating [haha][haha][haha]

I took a friend of mine to a theme park and he said "wow, those screams sounds just like RCT). He was right, RCT was perfectly realistic and I once thought I actually heard an exact sound from RCT... But to be honest, this sound design wasn´t strong side of Frontier. Although they improved on most aspects regarding the sound design, they are still far behind with guest sounds.
 
I took a friend of mine to a theme park and he said "wow, those screams sounds just like RCT). He was right, RCT was perfectly realistic and I once thought I actually heard an exact sound from RCT... But to be honest, this sound design wasn´t strong side of Frontier. Although they improved on most aspects regarding the sound design, they are still far behind with guest sounds.

Honestly this comment shows how little you know about sound design. Much as I criticise Frontier for their foibles, audiovisual design is not one of them. They are seriously some of the best in the entire business, especially when it comes to sound design and the dynamics that come with implementing that I to a video game.

If you're going to implement a sound into a game like RCT, you implement a mono sound into the engine then move it to the left or right of the mix depending on where the "camera" is. Not so with a fully 3d environment. You have to create binaural sounds that interact with the game camera in such a way that they realistically move around and appear to be behind or in front of you as you move the camera around. Not only that, but this isn't 1993 and we aren't using 16 bit MIDI sounds anymore. This is the 21st century, and FD are using high-quality, low-compression audio files that are meant to sound authentic. Those kinds of things are bloody hard to integrate into any kind of sound mix, and since the white noise of multiple human screams are very rangy sounds, they'd have to either bring them right to the front of the mix so that's all you could hear and would be incredibly irritating after about 5 seconds, or send them so far back there would be no point in integrating them.

TLDR; Basically Frontier are some of the best sound designers in the business, and you have no idea what you're talking about.
 
There is a great video on the youtube channel that actually shows how sound is calculated in the game including a visual overlay to explain it a bit more.

When I saw that I was like: "Way to complicated for me to understand but fantastic to watch.

funny to hear that RCT sounded realistic when it was only 1 or 2 sounds that keep on repeating themselves.....

https://www.youtube.com/watch?v=Ph-7MTjKmFk
 
There used to be screams like you hear from teen girls at parks etc back in Alpha but I believe those sounds were not calculated individually to each guest like the sounds are now, and yes there needs to be screams mostly on more intense flat rides and coasters.
 
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Honestly this comment shows how little you know about sound design. Much as I criticise Frontier for their foibles, audiovisual design is not one of them. They are seriously some of the best in the entire business, especially when it comes to sound design and the dynamics that come with implementing that I to a video game.

If you're going to implement a sound into a game like RCT, you implement a mono sound into the engine then move it to the left or right of the mix depending on where the "camera" is. Not so with a fully 3d environment. You have to create binaural sounds that interact with the game camera in such a way that they realistically move around and appear to be behind or in front of you as you move the camera around. Not only that, but this isn't 1993 and we aren't using 16 bit MIDI sounds anymore. This is the 21st century, and FD are using high-quality, low-compression audio files that are meant to sound authentic. Those kinds of things are bloody hard to integrate into any kind of sound mix, and since the white noise of multiple human screams are very rangy sounds, they'd have to either bring them right to the front of the mix so that's all you could hear and would be incredibly irritating after about 5 seconds, or send them so far back there would be no point in integrating them.

TLDR; Basically Frontier are some of the best sound designers in the business, and you have no idea what you're talking about.

Tech wise? Maybe, they improved since RCT3 a lot (and I admitted it). Artistic wise, it´s not so good and guests are one of the thing I would like them to improve.
 
In terms of ambient sound, those teenage girl screams tend to swell and diminish like ocean waves when you're walking around a real park. It would really add incredible ambiance to the park if they incorporated it, even as a background sound independent of actual guest activities.
 
... even as a background sound independent of actual guest activities.

Exactly, I know what they want to achieve with current sounds, but it appearently doesn´t work very well in some cases, so I don´t know why keep pushing their sound system at all costs. I wish we got exactly what you said.
 
There used to be screams like you hear from teen girls at parks etc back in Alpha but I believe those sounds were not calculated individually to each guest like the sounds are now, and yes there needs to be screams mostly on more intense flat rides and coasters.

Well, they could calculate the screams to the train/car of the coaster depending on guests sitting in it or not. Calculating even more stuff to each guest would result in even lower fps...
 
I usually play with the sound off, which I don't do in any other game. Only time I have it on is testing rides to see if the music fits well enough. [blah]
 
yes work on this,

work on mazes and other different stuff to build, mazes are great and so are trackless cars because they are sooo different to build
 
I fired up Planet Coaster after taking about a month off. Maybe I'm crazy, but I think they may have added new guest screams which are approaching sounding at least a bit more realistic. What do you guys say?
 
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