OK - I know there aren't any sound waves in a vacuum.
However, any space game would be a lot poorer for realism and omitting good sound effects, so I'm glad that Elite Dangerous has some rich and rewarding sound effects and music.
Thinking about the realism aspect, there is a way you could have realistic 'sounds' in space, ie. your ship's computer generates them for you based on the sensors picking up heat. An explosion generates a sudden high energy random burst of radiation and your computer converts this to sound. A ship passing close-by could be detected by your sensors, perhaps interaction of the radiant energy on your own shields, and so on - you get the idea.
If this were the way sound functions in space in Elite Dangerous, there are a couple of changes that could help the immersion:
Any other thoughts?
However, any space game would be a lot poorer for realism and omitting good sound effects, so I'm glad that Elite Dangerous has some rich and rewarding sound effects and music.
Thinking about the realism aspect, there is a way you could have realistic 'sounds' in space, ie. your ship's computer generates them for you based on the sensors picking up heat. An explosion generates a sudden high energy random burst of radiation and your computer converts this to sound. A ship passing close-by could be detected by your sensors, perhaps interaction of the radiant energy on your own shields, and so on - you get the idea.
If this were the way sound functions in space in Elite Dangerous, there are a couple of changes that could help the immersion:
- stars should generate high level white noise, but perhaps the ship filters this out to a high degree, unless you are close. Perhaps this filtering would be worse in the cheaper smaller ships.
- when your sensors are switched off, you shouldn't hear anything but your own ship noise, ie. engines, thrusters, your own weapons, and impacts to your ship.
- when your sensors are damaged, the external sounds might be distorted or missing.
- external sounds with your shields down might sound a bit different to when they're up.
- direct impacts to your hull of equipment should be much sharper and louder than sounds generated by the computer (I think they were in earlier versions of the game, but I think this has been toned down).
- the 3-dimensional positioning might be much better with class A sensors to class E
Any other thoughts?