Coaster Audio : Feedback

Matthew Florianz

Senior Audio Designer- Elite: Dangerous
Frontier
Hi everyone,

We have seen a few threads about coaster audio with comments ranging from Rage sounding like it's falling apart to excessive "clicking".

As you may have read on the Spooky DLC release notes, we did a pass on coasters. Our goal was to make them more responsive to your tracks and with all permutations allowed, you can imagine there could be some unintended side-effects that we missed. We assume this is the case but need to hear it ourselves. There's a tldr; below ; - )

Some background on the changes:
Our goal on the coaster pass was to make coasters more responsive to your tracks. We felt the amount of "reflection" of the walls, the sense of speed and and the mix of mechanical elements and track sounds had gotten a little dull. Even when you go back just one month and A/B (which I have done a lot) you will find that coasters now sound more exciting and respond much better to track changes. They really roar when they go through a tunnel now and it sounds awesome. Compare the Steel Vengeance video's with the same blueprint now and now it zooms and swooshes while rushing past other track pieces and you can hear it go over hills and around corners much more distinctly, even with your eyes closed.

That was our goal, not to change the sound (which was indeed fine) but to emphasize track and environment changes.

but...

Planet Coaster is a super complex project and for Coasters sounds we had to re-use elements in order to get it all into memory. That's why edge cases happen.

Let me explain a bit:
For Planet Coaster we unfortunately have not been able to do is an entirely bespoke sound design for each individual coaster/track. Planet Coaster was a huge project and we had a fantastic team working on it but it still takes a good 5 to 8 weeks to create and implement a single coaster from scratch. This is why we choose to create a bespoke design for modern, classic, kids and wooden and then augmented those bespoke designs with some manufacturer layers (Arrow Dynamics, Bolliger & Mabillard etc.).

Game development is always a process of having to make choices so a breakdown in major type and then manufacturer meant we could do the work within the time, performance and memory limits. The alternative choice was make them far less reactive to track changes, allowing us more time (and memory) to differentiate more. I think we struck the right balance there and am really proud of how they sound.

The second part of this, is that we needed to implement a sound design that sounds good even if the created coaster is completely unrealistic. This is far harder than it sounds, especially when testing as we can easily miss an edge-test-case which highlights a problem with an implementation. I have a sneaking suspicion this is the reason for sound changes.

Finally, we really wanted to acknowledge "your track" and incorporate all the minute changes in it. To do this we need enough layers for things like pitch, roll, going over flanges etc. One of those layers expresses a loop really well, another can express a bank that isn't correct for the angle and yet another can express the feeling of weightlessness going down a steep hill. It adds up and as such we need a minimum amount of layers to represent hills, banks, turns and loops. That's the balance there, less layers allows more distinct audio per coaster, but less representative of the track. So we end up sharing layers, and that can have some unintended effects.

tldr:
Over time coasters got refined and changes have been made to variables such as friction and weight. This means that an implementation we did a long time ago (reliant on getting real time friction and weight information) no longer sounds the way it did when we first implemented it. For some coasters, this resulted in a "dull" or unresponsive sound.

Part of our coaster pass has been to make the coasters again more reactive to track changes. The pass didn't intend to make coasters sound wildly different.

Wherever you find that's the case we'd like to get some example blueprints or parks. We have a suspicion that problems reported are unintended side-effects of being able to build coasters exactly to your own spec, which we missed on our test cycles. So we'd like to hear the problems on our machines and try to figure out if the change is intended or indeed a bug.

Could you please upload a problematic blueprint to Steam and reply in this thread with a link to it?

For starters we need one good example. It's helpful to explain what/where you hear things going wrong.

Thanks!

Matthew
 
great response. Excellent work. I don't feel that the sounds are wrong. I love the sounds on the coasters. It really sounds good.
But that's my personal feeling. So I don;t have an upload.

Now for a side note:

Personally I wouldn't mind it if the devs would post things like this more, just to understand what is going on in the process of decision making and to explain why certain choices are being made.
it releases some pressure on the valve.

Keep up the good work!!! [up][squeeeeee]
 
Last edited:

Matthew Florianz

Senior Audio Designer- Elite: Dangerous
Frontier
Hey LuukNoord,

Thanks for the feedback!

Most developers are more than happy to share their work and methods but at the same time they are also really busy making games.
I feel a little guilty going in-depth because it might set a precedent (pressure/expectations) that not all of my peers have time to follow up on.

Having said that, I think Bo and Ed do a fantastic job on their streams in allowing Dev's to talk about their work and I love watching them myself : )

Matthew
 
Very interesting read! I can imagine it is hard to tune the sounds for everything, since the game basically allows you to create infinite variations of track shapes.
 
I personally love it when we get to learn a little bit of the "behind the scenes" of how this stuff works. It really shows how much work you all put into this game. In terms of the new sounds, I think it's a great improvement over what we had in the last update. However, the clicking I get on the Rage model is super annoying. When I get home from class, I'll upload my coaster here.
 

Matthew Florianz

Senior Audio Designer- Elite: Dangerous
Frontier
Just build a rage track and yes the rattles that's absolutely unintended behaviour!

Will fix, though might take a while to get updated.

Did you guys find any other coasters affected?
 
Last edited:
I've build a Mine train last night.

I also made a video of it.

To me it sounds perfect.
So the Canyon Runner is not affected, shouldn't even be because it hasn't changed after update.

I uploaded the video in the Coaster Community Creations Gallery.
 
Having a general sound for coaster types makes sense and I always wondered why a lot of the coasters sound the same.

Will there be any updates to the lift hill chain sounds for the modern coasters anytime soon? They sound like something was stuck in a bicycle hitting the spokes vs the deep metal clanging you hear on real coasters lift hills
 

Matthew Florianz

Senior Audio Designer- Elite: Dangerous
Frontier
It "looks" for now that it's really just the Rage.

The layer in question is triggered when a coaster is applying weight to the track and moving upwards between two angles, which happens "a lot". It is almost 5 times louder than it should be.

This is a slight oversight and I apologise to Rage fans out there. Fix is in the works, but could be a while before we can do a "soundbank commit" that addresses this.
 
Last edited by a moderator:

Matthew Florianz

Senior Audio Designer- Elite: Dangerous
Frontier
Having a general sound for coaster types makes sense and I always wondered why a lot of the coasters sound the same.

Will there be any updates to the lift hill chain sounds for the modern coasters anytime soon? They sound like something was stuck in a bicycle hitting the spokes vs the deep metal clanging you hear on real coasters lift hills

Similar thing really, we need to share lift hill chain sounds, so all coasters share the same sound.

In this case however we went for this sound combo as an artistic choice > something we feel fits all the different coasters that share it.
We really like how noisy it is compared to the quiet (tame) sound we had before (and didn't feel quite right on any coaster, but especially not the heavy ones).

If we find a way to differentiate more between different chain lifts, we'll have a go at making the modern ones more smooth.

Having said that, we do have a deeper clang element in them since the Spooky DLC update, I quite like that : )
 
Ah I will have to check that out, I have been busy playing the the DLC item and have not played with the coaster yet [happy]
 
Hi Matthew!
I posted this in the ideas forum before I saw this thread. Some feedback I had on the new In-Descent coaster, which I felt is relatable to this subject:

I love the implementation of the reverse freefall coaster into Planet Coaster, but one thing I feel that is missing is the signature ground-shaking WOOSH sound these coasters tend to make when the train is traveling up and down the tower at full speed. As it is now, I don't think the current mix in PC is loud enough. These coasters should be so loud that they drown out most other noise around the immediate area, and can be heard all over the park. They essentially should sound like a Jet taking off. ;)
 
Over time coasters got refined and changes have been made to variables such as friction and weight. This means that an implementation we did a long time ago (reliant on getting real time friction and weight information) no longer sounds the way it did when we first implemented it. For some coasters, this resulted in a "dull" or unresponsive sound.

See I thought coasters sounded different (=a bit lame) from what I remembered but I didn't think this could actually be the case. Happy to hear you're working on this!

Thanks for your post, as always it's very appreciated!

About the "precedent" thing: If this motivates more devs to share some background information about certain issues as well that would actually be a good thing. [big grin] We don't expect everyone to write complete novels... [wink]
I don't think the time you took to do this was wasted. Knowing what's going on we can easily deal with the side effects. Plus you get some BPs that help you investigate, hopefully.
 

Matthew Florianz

Senior Audio Designer- Elite: Dangerous
Frontier
These coasters should be so loud that they drown out most other noise around the immediate area, and can be heard all over the park. They essentially should sound like a Jet taking off. ;)

Those are the kinds of "extra" detail that we'd love to do but we either ran out of time or out of "budget" (performance/memory) or don't have a system in place to implement. Your question breaks down into a whole host of creative and technical challenges:


but one thing I feel that is missing is the signature ground-shaking WOOSH sound these coasters tend to make when the train is traveling up and down the tower at full speed.

To do this:
  • We have to create new sounds > find good source material, find a way to make it sit "nicely" with existing sounds.
  • Find a way to mark up what is "up and down" a tower > exceptions to rules are always harder to implement, test and budget for.
  • Full speed is easier, we already have that.


As it is now, I don't think the current mix in PC is loud enough.

To do this we have to:
  • Change the mix of this coaster and make sure it sits well enough with the rest of the game. This isn't a very hard part, but time consuming (test many permutations).



These coasters should be so loud that they drown out most other noise around the immediate area,

To do this:
  • We need to make it louder and break the mix basically.
  • What about the crowd, would they naturally scream when they are near it? (probably too much detail)
  • What about the ability to put music on every ride, do we remix it for this ride? (that's trickier, but it might be okay if it's short enough)
  • We would also need a way to make sure the sound doesn't "clip" or distort.
  • One of our main principles of the mix was to not be "fatiguing", as cool as a "really realistic loud sound" sounds. Our ears are capable of hearing the range from a pin drop to an explosion (but never both at the same time) because we change our sensitivity constantly. To achieve this in game-audio ideally everyone has massively big speaker, that can move the amount of air required. Because we can't expect people to have that, we have to carefully mix everything (make quiet sounds slightly louder, and loud sounds slightly quieter, and do it in a way that the sound design is still dynamic, or else we become boring). if we made this sound really really loud, we risk with the entire rest of the game sounding "too quiet" because we moved the benchmark up. However, since it's a shorter sound, it does give us wiggle room. I realize all of this sounds very technical, but hope it makes a little sense. It's not a trivial change, but not impossible either.


and can be heard all over the park.

To do this we have to consider:
  • What happens to the mix when someone builds three of these, or ten? Do we hear constant jets taking off?
  • How do we make sure audio doesn't run out of processing time? Unlike graphics, there is no audio acceleration and we have complex systems working behind the scene's to manage and break down what you theoretically could hear because it's in range but shouldn't because it would break up sounds. It's not impossible, but it's a different design approach and ideally you'd go down that path at the start of a project (so all decisions and sounds take this into account, and work around it).


So, it seems like a simple question but there's a lot to consider and many reasons why it's not really simple. We could prioritize such a request but then there is that thing about choices again. What do we de-prioritizing instead? This is also the kind of complexity why dev's are reluctant to say yes to a feature requests or ideas, even if we're already working on them. We always encounter new things, even when a feature is perhaps 90% complete, there could suddenly be a permutation that means we only actually solved 60% of the feature, because we lifted a bit of "development fog" as we worked through resolving the feature. With an experienced audio team like we have at Frontier that rarely ever happens but we always keep it in the back of our minds. Because once we promise somethin we do feel obligated to deliver and may loose the opportunity to re-prioritize/de-prioritize. Game-development is not just ideas and production, it's also (always) thinking of solutions that still allow you to have a "tweak" down the road, and making sure it carefully fits what everyone else is working on.

If this interests you, have a read though this really interesting article by Liz England: http://www.lizengland.com/blog/2014/04/the-door-problem/

I can easily add ten more points to the door problem from an audio perspective (does the sound from the other room change when the door is closed, can the door collide with things, can the door opening be stopped midway through etc.)

Sorry to be so long winded again : )

..

And for the contradictory part, could you link us a video where the sound you described is really clearly audible?
We could most certainly put it on our "when things slow down" list, which isn't a promise (but we do love these kinds of things ourselves) ; )
 
Last edited:
The Invincible has a small sound problem as well. When it moves slow its rolling sound is very load compared to when it moves are a faster speed. I wish it would be loud when it moved faster as well because this is probably my favourite coaster sound in the game. [big grin]
 

Matthew Florianz

Senior Audio Designer- Elite: Dangerous
Frontier
Invincible > Agreed, it's a bit overbearing. Pushed that sound a little back at slower speed.

Barghest > Yes it's the same layer, and indeed a little bit too loud (but not as bad as Rage fortunately) Made it somewhat slower because of how heavy the coaster is, and pushed the volume back in the mix. Much better now : )

Both good calls, thanks!

I'll repeat that it might take a while to reach you.
 
Hey Matt!
Wow, I wasn't expecting such a concise, detailed analysis on the suggestion :) I love it! I very much appreciate the detailed background info on the processes the audio team has for the sounds of PC - definitely respect the amount of work put in to it!

As requested, I managed to find an off-ride video of Superman : Escape From Krypton that features the 'jet' roar from a distance. The audio quality isn't the best, but I hope this gives an idea of what I mean.
https://www.youtube.com/watch?v=FepE4Gqf7Dg
 
Back
Top Bottom