I like the explanation provided by Commander Nutter on this link: https://forums.frontier.co.uk/showthread.php?t=30754
Let me guess. You just made that up or is there really any documentation about that available?
https://forums.frontier.co.uk/showthread.php?t=8236The player’s ship is at this point both the main character and scenario in the game, so my goal is to have it generate a rich soundscape on its own: the hums and chatter from the electronic equipment (think Nostromo starting up), the whirl of the air conditioner, the resonances of the weapons in the cockpit... there’s a myriad of elements that we can work within this inner space, all of which can be reactive to meaningful parameters to the point that an experienced pilot should know the state of the spaceship just by listening to it.
When it comes to outer space, my approach is to gather meaningful information and bring it into the cockpit via sound, if the pilot cannot naturally hear it. We have a device in the spaceship that could potentially simulate an entire aerial battlefield (delivered via earplugs or bone conduction), but what it actually recreates, and how, is entirely up to us. The question is then really a matter of design: does the pilot-player need to hear explosions? Do we represent all the explosions or only those within a certain distance and radius from the player’s point of view? Should they sound airborne-like, etc.
In addition to the “sound HUD”, the spaceships will include a different device, a radio of sorts, rudimentary but dependable, that plays through a speaker in the cockpit and passively tunes to radio frequencies, say that of a “nearby” pulsar or the engine of a spaceship passing by; in case of general interface malfunction, the radio might very well be the only source of information on the outside world.
Finally, when an atmosphere is present, airborne sounds will come into the mix, and the pilot will for instance hear a nearby explosion, enhanced by a deep submarine-like HUD boom, and punctuated by a little crackle on the radio, each of those elements contributing to the feedback.
It is important to stress that both radio and HUD are real devices, so they can malfunction or be damaged, and replaced by better models with different capabilities (both) or sound sets (HUD). The pilot should have some degree of control over them, from within the ship’s interface –a volume slider, a sound HUD checklist to activate or deactivate types of data sonified. More so, since both HUD and radio can be muted, it is possible to just drift along listening to the sounds that truly belong to the inner space, and nothing else.
Did you ever notice the speakers on either side of the pilot's chair's headrest?
From and interview with one of the audio designers of the game:
https://forums.frontier.co.uk/showthread.php?t=8236
Not all of this is yet in the game...would be cool to have the "sound HUD" malfunction or maybe just choose to disable it manually.![]()
The sounds stop when your canopy is blown. All you hear is your own breathing.
It would be nice to able to turn off the external sounds and just have the internal but I doubt many would play like that.
Thanks for all the info, links and input. I understand that some players and the devs think this actually adds to the immersions but I'm not that opinion and think how this is handled is not conclusive nor very immersive at all.
Thanks for all the info, links and input. I understand that some players and the devs think this actually adds to the immersions but I'm not that opinion and think how this is handled is not conclusive nor very immersive at all.
I think you're refering to these things here.
http://i.imgur.com/NKbQVCK.jpg
But let me tell you they aren't speakers but directional rocket boosters to keep an ejection seat stable. Maybe that's a left over from a not implemented feature or they're just there for the looks. That they really are boosters and not speakers is underlined by how they are located on the left and right of the seat and also its front and back as far as I know.
http://i.imgur.com/Pfupowk.jpg
Yes, the sounds stops when your canopy is blown, but that's because the atmosphere just left your ship so soundwaves from your speakers have no medium they can travel through. What I meant was that the actual "sound HUD" itself could break (as mentioned in the interview) so that the sounds could start to crackle and fail without the canopy breaking.
...but I like going pew pew dakkadakka zwoosh zap boom...
Thanks for all the info, links and input. I understand that some players and the devs think this actually adds to the immersions but I'm not that opinion and think how this is handled is not conclusive nor very immersive at all.
If you hate everything else about this game, there is no way you can diss the sound. Easily the best sound I've heard in a game for a LONG time