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Thread: Meet the Team: Joe Hogan

  1. #31
    Thank you for all the incredible work you and the rest of the audio team have done!

    My answer to your question is going to be a horrible cheat

    Atmosphere.

    It's far too general, but maybe audio in Elite is a victim of its own success... my imagination goes wild imagining all kinds of things when it comes to planetary atmospheres.

    Will we hear 'windswept' sounds as we dip into the atmosphere, making it a radically different experience to flying in space? (assume the ship creates the audio cues like everything else we wouldn't actually hear).

    Will the sounds of atmosphere respond to the environment? When we fly through clouds, will there be a denser soft-edged feel to the audio? If certain clouds interfere with sensor effectiveness (such as in gas giants), will there be an audio cue? Will atmospheric sounds scale with pressure, becoming 'thicker' and heavier? Will the ship start creaking at higher pressures? I can see big scaling problems with this too, since the variation in atmosphere pressures is huge! How about turbulence and storms? Will the audio change depending on the composition of the atmosphere? Helium, or water? Could that be conveyed by audio?

    And then there's 'liquid' atmospheres - could ships be submersible, and how would the audio change when that occurs? That's even more cheating, obviously, since this isn't actually atmospheres anymore. But seeing what games like Subnautica do makes me look at planets with seas in Elite with all kinds of silly ideas.

    These aren't actually expectations I have - just curiosity about what might come in the future! What I actually see is a hugely daunting and incredibly involved series of challenges... not just in audio either - for video, imagine in our atmosphere, how the sun turns red as it goes close to the horizon... because as the sunlight comes through a thicker and thicker length of the atmosphere, more of the blue and green wavelength light is scattered away, leaving just red eventually... is it possible to model this? How would it change on smaller planets (where the change in thickness is less), or where the atmosphere is less dense? Or how about if the composition is different, would that affect it? Or what if the sun is a completely different colour? How much could sunsets alone vary on alien worlds?

    So the upshot is - good luck, to you and everyone at Frontier... you delivered the whole galaxy and the best spaceship flying experience I've ever had in my life. I'd say if anyone can meet those insane challenges, it's all of you.

    If you're out of fuel and need help, click here.

  2. #32
    The audio in ED is amazing, a work of art in its own right. Such an accomplishment should be a great source of pride, well-earned!

  3. #33
    I find it amazing that you find enough time to design the sound in Elite: Dangerous what with your stand up routines, commentating on MMA fights and your podcasts. How do you do it?

    *sorry*

  4. #34
    Originally Posted by fennster View Post (Source)
    I find it amazing that you find enough time to design the sound in Elite: Dangerous what with your stand up routines, commentating on MMA fights and your podcasts. How do you do it?

    *sorry*
    Isn't the MMA (UFC) guy Joe Rogan...

    Friendliest Meteor Police that side of Riedquat ... and keep it under Lightspeed!
    My Elite: Dangerous videos , Logitech Extreme 3D Pro bindings

  5. #35
    The man is a Genius.. That is all
    Turn off your mind, relax and float downstream...

  6. #36
    Good interview! I would like to hear a warning when a specific module is critically damaged. Maybe around 50% and 25% health left.

  7. #37
    Good stuff - the audio is awesome... if you want any advice, try X-BTF (the Original) the sound in that was super immersive, but damn, my favourite sound - coming out of frameshift.... the whole house rattles LOL.
    http://erelis.com.au/AI/AISigs_Hazara.png

  8. #38
    As someone who deals with audio as my work - this is a very cool interview. Love th ebit about the sneeze being used a spart of the suspension. I think most people would be amazed at what sounds are actually used in movies/games to replicate other sounds, let alone the ones used to create "unknown" sound s(like the roar of a T-rex in Jurassic Park).

    Thanks for posting this, Brett!


    As a side note - a Ducati V-twin (dry clutch), or a Triumph triple engine note should be "slotted in" as part of the engine sound of one of the new ships.

    Just sayin'...

    Z...
    CMDR Barefoot Bandit
    Pilot of The Golden Phallus™

    Eagles may soar, but weasels don't get sucked into jet engines...

  9. #39
    Originally Posted by Brett C View Post (Source)
    Tell the community a fun fact about yourself
    When recording surface grit sounds for the upcoming SRV, the dust made me sneeze. Jim (Croft) and James (Stant) ended up using the "fsshhh" part of my sneeze in the vehicle suspension noise!
    LOL! That's awesome - you guys remind me of the old time radio foley artists What's next, squeezing cornstarch for the sound of our feet on dusty planetoids Seriously, all respect for actually making your FX and not just using commercial audio bites for everything.

    Any suggestions I made for audio FX would be superfluous. If you guys don't get the award for best game sound this year there is something seriously wrong with the universe.

  10. #40
    I really can't put into words how much I LOVE and appreciate the audio of ED! So many subtle details makes me smile every time...the cracking of the canopy is one of the scariest moments in ED

    Right now I can think only of one background sound that would be a nice addition (and that wasn't already mentioned):
    How about a special background whisper when your ship is inside the area where you can fuelscoop (even if you don't refuel)? The reasoning is that the solar wind is not strong enough outside this area to power the fuel scoop.
    I am also active at the fan-forum: elitedangerous.de

  11. #41
    Originally Posted by Abacus View Post (Source)
    How about a special background whisper when your ship is inside the area where you can fuelscoop (even if you don't refuel)? The reasoning is that the solar wind is not strong enough outside this area to power the fuel scoop.
    This alrady happens if you have Fuel Scoop fitted & powered, the sounds don't stop even if your tanks are full. Haven't tested it wit scoop off or without a scoop though.

    Friendliest Meteor Police that side of Riedquat ... and keep it under Lightspeed!
    My Elite: Dangerous videos , Logitech Extreme 3D Pro bindings

  12. #42
    I heard something that surprised me tonight. Switching silent running on/off in an Anaconda whilst parked up inside a station was pretty crazy.

  13. #43
    A number of 'ergonomic/UI' SFX would make the ship more 'usable' when your eyes are on the target instead of on the HUD. Especially when using head tracking, the cockpit and HUD are often out of view, so audio can be used to support the pilot, and provide a rewarding learning curve to controlling the ship 'eyes off' the dashboard

    • UI: a short subtle audio cue when something passes under the 'Target ahead' zone in the front of the view to tell the pilot they can use 'target ahead'. Please, nothing like an autofocus bip!
    • UI: slightly different audio feedback when targeting each submodule so you can tell when you've locked weapons onto the powerplant - maybe forming arpeggio(s) over the whole range of modules? The same feedback could be used when cycling over our own module list
    • UI: different feedback on each weapon Fire Group
    • UI: feedback when each capacitor is fully charged, and/or when the ENG capacitor is able to boost. Watch Isinona's videos when he is trying to evade someone - you hear the 'no boost available' cheep all the time as he is spamming the boost key trying to sense when he can go again.
    • UI: feedback when a weapons clip is about to empty, and strong feedback when it has reloaded
    • UI: feedback when ship heat drops below the 85% critical warning threshold. Use Case: I am ysing

    And a few environmental wishes:

    • change the sound effects that are playing at the moment you get destroyed to . For example, in CQC, you're often boosting at the moment of destruction, yet the boost 'sonic boom' continues unmodified. How would an engine shriek as it fails while it is above 100% of its rated output?
    • sfx for malfunctions - a damaged laser that goes "zop" instead of "ZAP", a malfunctioning shield that fails as it is coming up, that wibbles and drops half way through the shields up effect, a hyperdrive that fails on spin-up like a washing machine with a duff main bearing, like the interdiction effect, but more sickly.
    • more creaks and groans (as used when boosting) when a ship is damaged or has low Integrity. Eg Silent running baffles that protest when closed, metallic squeals when lowering the landing gear or opening the cargo scoop
    • 'Hot metal' sounds when overheated.
    • CQC - heavily damp sfx that are emitted by ships you have no LOS to - in the lore, the external SFX are all generated by the ship anyway.
    • Crank up the amount of 'background noise' in densely populated/heavily trafficked systems, so that an explorer returning from the the black feels claustrophobic in civilisation, and vice versa.

  14. #44
    Originally Posted by wstephenson View Post (Source)
    A number of 'ergonomic/UI' SFX would make the ship more 'usable' when your eyes are on the target instead of on the HUD. Especially when using head tracking, the cockpit and HUD are often out of view, so audio can be used to support the pilot, and provide a rewarding learning curve to controlling the ship 'eyes off' the dashboard

    • UI: a short subtle audio cue when something passes under the 'Target ahead' zone in the front of the view to tell the pilot they can use 'target ahead'. Please, nothing like an autofocus bip!
    • UI: slightly different audio feedback when targeting each submodule so you can tell when you've locked weapons onto the powerplant - maybe forming arpeggio(s) over the whole range of modules? The same feedback could be used when cycling over our own module list
    • UI: different feedback on each weapon Fire Group
    • UI: feedback when each capacitor is fully charged, and/or when the ENG capacitor is able to boost. Watch Isinona's videos when he is trying to evade someone - you hear the 'no boost available' cheep all the time as he is spamming the boost key trying to sense when he can go again.
    • UI: feedback when a weapons clip is about to empty, and strong feedback when it has reloaded
    • UI: feedback when ship heat drops below the 85% critical warning threshold. Use Case: I am ysing

    And a few environmental wishes:

    • change the sound effects that are playing at the moment you get destroyed to . For example, in CQC, you're often boosting at the moment of destruction, yet the boost 'sonic boom' continues unmodified. How would an engine shriek as it fails while it is above 100% of its rated output?
    • sfx for malfunctions - a damaged laser that goes "zop" instead of "ZAP", a malfunctioning shield that fails as it is coming up, that wibbles and drops half way through the shields up effect, a hyperdrive that fails on spin-up like a washing machine with a duff main bearing, like the interdiction effect, but more sickly.
    • more creaks and groans (as used when boosting) when a ship is damaged or has low Integrity. Eg Silent running baffles that protest when closed, metallic squeals when lowering the landing gear or opening the cargo scoop
    • 'Hot metal' sounds when overheated.
    • CQC - heavily damp sfx that are emitted by ships you have no LOS to - in the lore, the external SFX are all generated by the ship anyway.
    • Crank up the amount of 'background noise' in densely populated/heavily trafficked systems, so that an explorer returning from the the black feels claustrophobic in civilisation, and vice versa.
    Great ideas, especially those concerning UI feedback

  15. #45
    Some great suggestions in here.

    Originally Posted by wstephenson View Post (Source)

    • Crank up the amount of 'background noise' in densely populated/heavily trafficked systems, so that an explorer returning from the the black feels claustrophobic in civilisation, and vice versa.
    I especially like this one. The "major" systems - like Sol - are all wrong in this game. They should be absolutely teeming with activity, tens of thousands of ships milling around. Obviously that isn't feasible with current technology, but they should be able to make these systems seem busier through background sounds / lights/ transmissions.

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