Delayed sounds in space , more rumble

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More rumble in the space (jungle) please

After shooting many ships in RES , the sounds and the implementation of ships exploding needs some thought , the firecracker sound of an exploding ship is just one, that makes me cringe

There's been a few request for force feed back with sticks/controllers, which would be good for sound as well.

The Idea
Would like to see wave fronts , ie a ship explodes , you see the light of the explosion first (maybe if you facing the right way) then the blast wave hits your ship , only then do you hear the explosion , as your ship/ controller/stick shakes.

As the deep rumbling (rumble is a continuous deep, resonant sound ) of the exploding wave front hits your ship, and travels over it, variations of hulls would produce different sounds, as it passes you bye.

Seeing the ship explode, seeing the wave front coming at you, and lastly hearing (feeling) the sound, gives the player the sensation of been in space , just by using delayed sound.

The only time I feel I'm in space (besides all the stars ) is when the canopy fails , and the lush of silence, gives me that no air panic feeling, or I hit the fight assist off key by mistake in a RES and a floating rock gets me.:D
 
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I'm fairly sure all the sound you 'hear' in the cockpit is supposedly generated by a simulation device that transforms radiation into sound, to give the pilot audbile awareness of their surroundings. Under that assumption there is no need for a delay in sound as raditaion would be travelling at the speed of light. That's why it goes silent when the cockpit shatters, as there's no longer any air in the cockpit for the sound to travel from speakers to ears. Outside the ship there is a vacuum, therefore no 'shockwave' to speak of unless you're very close indeed.
 
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Nailed it already. Ship's computer handles sound effects so you don't get a case of the space madness. I approve of the sound effects they went for, sounds like what you'd expect everything to sound like at earth sea level.
 
Under that assumption there is no need for a delay in sound as raditaion would be travelling at the speed of light

but the effect would be better having the delay in sound, seeing a light explosion then hearing the sound , think of lighting and then thunder
closer you are the less of a delay, but its still noticeable unless the storm/battle is right upon you

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Nice detail would be no thruster sounds of close ships when sensors are switched off

or damage to your on board spectrum sound emulator
 
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I'm fairly sure all the sound you 'hear' in the cockpit is supposedly generated by a simulation device that transforms radiation into sound, to give the pilot audbile awareness of their surroundings. Under that assumption there is no need for a delay in sound as raditaion would be travelling at the speed of light. That's why it goes silent when the cockpit shatters, as there's no longer any air in the cockpit for the sound to travel from speakers to ears. Outside the ship there is a vacuum, therefore no 'shockwave' to speak of unless you're very close indeed.

Nice answer - I had a conversation last night with a mate about sounds in ED and why we can hear things like ships exploding and glass cracking on others ships etc.

+1
 
I would want to see an option to silence the sound simulation and only have ships noises in the cockpit. Like you said the only time I really feel I am in space is when the canopy is breached or when I fly in FAoff mode.
 
Outside the ship there is a vacuum
That would make perfect sence if the speed on the indicator was in Mm/s, but it's only in m/s. I don't know what's out there, but it's thicker than air. Which means it cunducts sound too. And does it quite well as the sound stays loud enough for you to hear after meating first your canopy and then all the air inside. With your canopy broken the liquid space flows in and you're submerged to it, your helmet then turns it's active noise reduction function on, otherwise it would be too loud.
 
That would make perfect sence if the speed on the indicator was in Mm/s, but it's only in m/s. I don't know what's out there, but it's thicker than air. Which means it cunducts sound too. And does it quite well as the sound stays loud enough for you to hear after meating first your canopy and then all the air inside. With your canopy broken the liquid space flows in and you're submerged to it, your helmet then turns it's active noise reduction function on, otherwise it would be too loud.

What did I just read? :eek:
 
What did I just read? :eek:

You read something that sounds too much like truth, actually. It's exactly how it happens in game. The sounds are not gone entirely once your canopy is breached. Also, it would be ideal if we could turn off the sounds from outside the ship separately from everything else.
 
That would make perfect sence if the speed on the indicator was in Mm/s, but it's only in m/s. I don't know what's out there, but it's thicker than air. Which means it cunducts sound too. And does it quite well as the sound stays loud enough for you to hear after meating first your canopy and then all the air inside. With your canopy broken the liquid space flows in and you're submerged to it, your helmet then turns it's active noise reduction function on, otherwise it would be too loud.


the Aether has been disproven years years ago. :p


I am not sure what you meant to say, but what happens is Air rushes outside of your ship leaving the ship with no atmosphere. This is due to the pressure difference between Ship atmosphere at minimum 1/3 atm to 1 Atm and the vacuum of space (result is explosive decompression.
 
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the Aether has been disproven years years ago
Said who? Einstien? And you just take his words? Why not try it for yourself and see that the maximum speed in space is 300 m/s and not 300 Mm/s like your Einstein claimed. Even in his XX century speed record for aircraft in Earth atmosphere was about 1 km/s! And that's with a 1000 years outdated engines compared to those we have on our spaceships today. Just instead of burrying yourself in books of so-called 'official science', go out there for yourself and you'll see that the space is clearly much thicker than air.
 
Funny comments , we must be all flying in species 8472 fluidic space, explains the chem-trails, and the sound

Still I think my idea has merit , seeing the explosion , then hearing it a while later , helps with the immersion , "In space no-one can hear you scream , but a few seconds later they'll hear you exploded" .

I work on the chemtrails later :eek:
 
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I would want to see an option to silence the sound simulation and only have ships noises in the cockpit. Like you said the only time I really feel I am in space is when the canopy is breached or when I fly in FAoff mode.


Yes, it is the only time , but its seems others post are talking about everything but the mechanics of sound and how its implemented , Again last night in the RES , I not getting any that in space sensation, surly sound needs to be re thought for space , FDEV have the stars , but the lack of atmosphere , is because , there seems to be a atmosphere were there shouldn't be
 
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I think I'd prefer it if the pretense was dropped and we just agreed that there is sound in space because it's cooler that way and left it at that. I wouldn't mind if an option for realistic silence (only hearing your own ship) was made, but ED's sound engineers are rightfully proud of their work and I think it'd be hard to talk them into that.
 
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I'm fairly sure all the sound you 'hear' in the cockpit is supposedly generated by a simulation device that transforms radiation into sound, to give the pilot audbile awareness of their surroundings. Under that assumption there is no need for a delay in sound as raditaion would be travelling at the speed of light. That's why it goes silent when the cockpit shatters, as there's no longer any air in the cockpit for the sound to travel from speakers to ears. Outside the ship there is a vacuum, therefore no 'shockwave' to speak of unless you're very close indeed.

Lucky you have explained that because I was beginning to lose faith in the saying "In space nobody can hear you scream" when obviously in this game you can.

I think I'd prefer it if the pretense was dropped and we just agreed that there is sound in space because it's cooler that way and left it at that. I wouldn't mind if an option for realistic silence (only hearing your own ship) was made, but ED's sound engineers are rightfully proud of their work and I think it'd be hard to talk them into that.

Maybe a little too much of a sim if we couldn't have our "pipe" sounds..
 
I not getting any that in space sensation
And that is why you are proposing that instead of ship's computer generating sound for you like it works now, there should be actual sound traveling through space with the speed of sound in the air.
It leaves the problem of space being liquid instead of vacuum though, so to solve this too I propose to add some fish floating around.
 
I think I'd prefer it if the pretense was dropped and we just agreed that there is sound in space because it's cooler that way and left it at that. I wouldn't mind if an option for realistic silence (only hearing your own ship) was made, but ED's sound engineers are rightfully proud of their work and I think it'd be hard to talk them into that.



The pretense dropped ? "and we just agreed that there is sound in space because it's cooler that way and left it at that. "

No I don't agree , that's it cooler that way, having delayed sound, given its space , would help with immersion especially when transitioning from , no atmosphere space , to an actual atmosphere when landing on a planet.

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And that is why you are proposing that instead of ship's computer generating sound for you like it works now, there should be actual sound traveling through space with the speed of sound in the air.
It leaves the problem of space being liquid instead of vacuum though, so to solve this too I propose to add some fish floating around.


No , Im not, read the top post.
 
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