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Reverse the Verse

Star Citizen: Reverse the Verse LIVE - The Sounds of Space

15 February 201900:54:301,299 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:09

    listen stranger we're in long and home no it's like we were doing money fight on Collette's hi everybody welcome to another episode of reverse the first live the sounds of space I'm your host Content Manager jared huckaby and joining us today are three gentlemen three fine gentlemen from our van Chester United Kingdom office guys once you take a few moments introduce yourselves tell everybody who you are and what you do with star citizen we'll start with you Bernie Sarris first off my name is Barney I'm a sound design here sound design they're here and I do so I talk about what I do I do weapon sound things web and sound things yeah I kind of head up the the San Jose on the on the weapons so looking out of

  2. 00:00:59

    the system and I do a fair few of them along sighs Mike a sound designer francesco we make their weapons sounds and call hopefully that's FPS weapon ship weapons the whole gamut mostly FPS but best ship weapons as well yeah alright and Josh first time here on our TV I want you to tell us who you are and what you do for star citizen I'm Josh I'm also a sound designer here and I mainly work on the ship audio specifically like ship thrusters and movement and all that kind of stuff that basically you work on like the ambient sounds of a ship at all the the an audio signature for the ship yeah I mean mainly lately I've been working on transferring it all over to the updated

  3. 00:01:47

    flight model just taking most of my time yeah lately and last but certainly not least no stranger to reverse the verse so why don't you tell us who you are and what you do for star citizen my name is Phil and I'm the lead sound designer on the project I make sure these guys are tasked up with the stuff they need to do to make sure we achieve audio excellence and primarily I'll deal a lot with music so dealing of our CIL's composers people obviously know Pedro the work of his his stuff it's really good making sure all locations get decent music coverage for different areas um's and gameplay features as well you've also been present at the last couple of citizen guns and one right now helped us a helped us do the live mix and set all that stuff up absolutely making sure

  4. 00:02:36

    that our game comes across sonically as best it can to get your boots on the ground for that I have as always I appreciate your your work there I could not do what I do without your help self alright so this episode is all about the uneo team now there are you of course you guys watching live have two options to submit your questions you submit your question either alive in the twitch chat or live in our in spectrum our bespoke communication platform available on Roberts space industries comm you can do our community management team a big favor by pressing your question with the word question in capital letters surrounded by brackets that'll help them pick it out pick them out from all the other detritus of conversation that occurs also earlier in the week we put a thread up on spectrum for people who couldn't join us live and where they could submit questions and then have them voted up on which ones they wanted

  5. 00:03:23

    to see answered most as always there's a mixture of questions that are absolutely appropriate for our team and there are some questions that tend to dive into game design as opposed to audio design that happens every single show so if you're wondering why your question maybe isn't being addressed today it's because we don't have a panel of game designers we have a panel of audio designers so just keep that in mind when submitting your question right off the back I want to start with the most voted up a question from the thread that actually applies here will we get sonic boom sounds from the surface of planets if a ship flies fast enough and with sufficient air in the atmosphere to cause it yeah that's a good one so we try and be a systemic as possible and if

  6. 00:04:13

    you actually we did some research into sonic booms so if you're like stationary and I can aircraft this flying faster than or out the speed of sound you perceive as a boom as it like passes by you but actually that that noise is just we wafting over the entire surface so it'd be like a constant scream why like loud like noise um so do we try and build a system that would calculate air density speed of the aircraft and try muddler accurately goes a bit above beyond what we can do in the audio department but we can certainly do implied stuff so we have like context of like there is a ship in atmosphere atmospheres of extensity it's going at X speed when it passes by you we can

  7. 00:05:01

    create an implied something boom we have a very similar system with flybys and some really great videos of people game flying past each of those as close as possible you hear these one shots and that the designer they're awesome they're really impactful but josh is a been doing a lot of stuff before Ives yes - and a lot of ship stuff so if you've anything to add I can imagine would be something that we'd build into that we could build into the pass-by system that's already there and just kind of swap these assets in when were in atmosphere rather than building a whole new system for it I think we pretty much could do it within that I would just require some time to actually make the assets for it there is certainly something we want to do because you know it's like kind of quintessential atmospheric flight experience that we really separated from space and of course it would have to be different depending on which moon or

  8. 00:05:50

    planet you're on you know some moons obviously have no atmosphere at all some ones have completely breathable atmosphere you know saying with in with planets it would it would be an interesting challenge to not not just to design a sonic boom system but design a sonic boom system that is different and a signature to every environment and how would that sound because sound travels faster through denser mm-hmm mediums so sound travels like 2 or 3 times faster in water there does an air so if we're dealing with different densities of atmosphere how would that sound would it propagate the less distance if there's if it's a thinner medium for it to go through depends on the temperature as well yeah well that's the thing like you know we've got this whole universe put sound - and so how does it sound we

  9. 00:06:37

    don't know because we've not been able to recreate those those test environments but we do our best to make it sound cool as as much as possible but the song boom stuff though I think that would be pretty cool as like gameplay feedback so say on the weapon side if you hear a sonic boom from aircraft or space ship moving it would give you an audio indicator that it's moving a certain speed so that you can say well I know sonically I engage with that with this weapon or not or know how fast they're moving kind of thing so I'd be cool from the live chat right off the bat we couldn't even get two minutes into the show what does the character like told you last time Carey sounds amazing it's it's pride of place it's all finished or don't I don't think that the character not had a place

  10. 00:07:24

    along the pipeline where ideas begun work on it has it no yeah thanks them so just to clarify last time we gave you a hard time about that but now though it's not been not been presented to as yet yeah I know you guys can you google you can you can find a graphics of the entire ship pipeline we used to have it as the background in a ship shape segments you can see audio is there towards the end of it and with the carrick currently slated for alpha 3.8 in quarter four of this year you've got pop you've got some time before the audio team will begin doing their work on the character so thanks for asking all right from the thread are you planning to introduce the sound of micrometeorites hitting the hull or micrometeoroids hitting the hull of the

  11. 00:08:12

    ship while flying through an asteroid field this is it's something that we've developed a system for on the audio side called the audio environment feedback component what's it called Josh we talk about this all the time with zing yeah that it will handle pretty much every kind of instance where a ship or even the player will come into contact with like any kind of particles or whether that kind of stuff in the future and that is that it's the first use case for it is them flying through like the debris of a ship that's been blowing up or like an asteroid field all are kind of stuff and they'll be completely systemically yeah I think it's a one of the you know growing up with Star Wars like I did you know the sounds of the Millennium Falcon

  12. 00:09:00

    you know that that that asteroid chases you know it's amazing it's visually impressive but it's very at least for me the the asteroid chase you really realize on that audio you you hear the crackle of all those as it's going through it it really sells the scene and I think one thing I'll buy to here is if you power down your ship and you basically in this metal husk just floating through space you'd hear all the little tinks vital space debris hitting you and make you feel really vulnerable watching some of the interviews of the the astronauts on the International Space Station its are they'll be sleeping so everyone will be those are rotations and stuff but they'll be sleeping and then their hair like clang and that's something really I

  13. 00:09:48

    guess miles an hour just hit inside that space station like right next to their head and was it's a small thing but it can be terrifying I think but I mean everybody's familiar with the space dust that we have in the game to help signify movement show movement when there's no obvious object to get your bearings on so ya adding some kind of sound component you know low level sound component to that when you turn everything off uses will we be able to change the voice of our ship ai announcer we get this one quite a lot this is a very common question I've seen this in some variation reform for the last several years well that's a tricky bomb because if you think about the amount of assets that we have I think we've gone with a design where we have a

  14. 00:10:38

    particular announcer per brand mothership for the manufacturer and it would be it would be lovely to be able to change it out but we're currently discussing how sentient should that be should it be a dumb system where it just have you have dialogue warnings for different things or should it be more of like a like an Iron Man Jarvis like AI that follows you around but at the moment we're very much sticking with having a voice pack per manufacturer and having that persist across all the different ships under that manufacturer but I'm not ruling out in the future because you know where the sky's the limit what if I really like

  15. 00:11:26

    the Drake AI but my favorite ship is an animal Kerik and I want to put the Drake AI in the anvil Kerik is that something to consider that would probably be above our department to be able to make that decision that's kind of you know modifying your ship and it's symptomatic that it's audio it would be cool though I could like mod your ship and like be an in-game hacker or like you know an in-game credits like I'll modify a ship for you I've got these skill sets I mean wicked well you may have been in the idea okay for a while but we actually do have that with the ship component system so it's just a question of whether the audio AI becomes a ship component or not which is something for a game design so

  16. 00:12:15

    we'll see if we can't get that question back in when we have game design on let's see what else do we got here I had a question it disappeared where'd it go Oh somebody asked about your influences so what are your biggest inspirations on how a spaceship should sound in space those lousy drummer guys mine is probably the Battlestar Galactica remake the 2004 one yeah that's probably my favorite sci-fi series nobody let the sound design in that that's got to be mine well I think I'd say the the more recent Star Trek films have some really wicked Serling spaceship sounds the

  17. 00:13:05

    third one is it beyond they do this chase through the city and it just that's the ship sounds awesome yeah yeah we've reached the part of our audio show where the audio team makes sounds with their mouths minutes into the show congratulations yeah Star Wars as it was a big one right like I was just ace and Ben Burtt is the sound designer on that and he he set the precedent for so many like sci-fi sounds a lightsaber that was awesome and that was him accidentally walking past a TV with a microphone into a recorder and got either static and

  18. 00:13:52

    that the the interaction of the tube in there combined with two old film projectors just that's one say getting into sync when you switch them over all the weighted lasers and then obviously to you know the TIE fighter I think I was like a processed pig I think and obviously all the stuff in there and then more recently the in the Star Wars films accountable got inspiration from a lot of the like combustion engines from trucks and stuff like that yeah good good good good yeah all that kind of stuff yeah so Star Wars is a big one for me but a lot of really light gravity because that was a great reference of how do you do sound in space without doing the Hollywood rule of cool and that was all the

  19. 00:14:41

    textile car but you know you're touching stuff and the sound is transmitting through solids and through your suit and that that was awesome similes not like Bathurst oh yeah it's like not quite it's not Hollywood sci-fi but it's like there's still sound in space but it's very kind of appropriate to what you know you'd expect it's slightly stylized but realistic version of Earth to sound like yeah now you meant you mentioned gravity in realistic sound effects everybody you know people who follow the project for a while know that we have this audio system that kind of in fiction it simulates a lot of the sounds that you're supposed to that that you that wouldn't be transferred through space so that you can get your bearings so that you can react to it it's it's like a it's a pilot assisting one of the questions that came in the thread is have we considered with all the damage

  20. 00:15:30

    components that are shipping you know as a ship gets damaged as it loses thrusters or lose as you know coolants or whatever could that system be damaged and the pilot find himself in a environment agnostic you know silence where none of this stuff comes through yeah that's a big one from us so we're in the process of trying to fully flesh out and in law sounds simulate a component module and we're trying to work out how that fits in with gameplay because we don't want to give everyone like super hearing all the time based on this new tech but the basic principle is you've got a sound simulator component on your ship and that will basically in space where there's no atmosphere where sound cannot

  21. 00:16:18

    transmit it will propagate sound to you as if you were in atmosphere so how would you hear it although you can't and then when you get out of your ship you may have like a a lite version like component on your suit so you can you can again you can hear in space but only to a certain distance and then when you get down to atmosphere in a planet it can also operate but you might be gonna be more beneficial to take your helmet off and just hear the natural sounds as they propagate but a big thing is like system degradation so if you can target a component and you can like targets on the sound simulator and destroy it that they'll be flying around you've got all these senses your visual because audio going on you know where everything is positionally especially working and playing in like five once around so you know if someone's behind you or not and then if our system just cuts out even

  22. 00:17:06

    just momentary momentarily you go up they you know you kind of lose your bearings where everything is and if it dies completely then you get to the whole kind of husk just flying through the like flavor free space where you all you hear is the sounds of your ship like creaking good good good good good all that kind of stuff and then just the impact sounds and there you feel like vulnerable out loud be ace that split-second moment where I would cut out has the potential would be like so cinematic and like jarring of a moment when you know you suddenly lose all of your senses basically for two or three seconds there can be such a cool thing that have yeah it's very typical like you know you see it in films all the time where like people I'm radio comes back and forth and to far away and it all drops out but imagine that brought the entire audio experience that would be awesome

  23. 00:17:54

    and it also means that you have to maintain it so you could just just through negligence not maintain your ship and then everything starts sounding not as it should do and dropping out so I want I want to I have to do I have to do my duty here and say that that's not a scarran team that that's the system that will go into the game that's the network we're actively working now it's something that we want to investigate and pursue just absolutely for people who make the summaries and and lose the new ones of the conversation make sure you include that alright we'll ship sounds be tied to the ship where system so older ships will tend to make more noise rattle more as they get damaged and down is just as they go on we don't have a way to do that yet we

  24. 00:18:43

    would like to investigate the whole thing I'd like someone's ship not just having the sound of that ship but being kind of having its own little quirks and its own like unique sounds that only come out when you've you know not maintained it or owned it for a certain amount of time it's definitely something you wanna look into you yeah really cool we had a question from a live chat about process do you prefer creating audio via digital methods or real-world recording both so we we have side effects libraries that we've licensed uh assets and we've been recorders that we take into a da W a digital audio workstation we process them chop them all up and work with those as well as recording ourselves so try and record as much

  25. 00:19:30

    stuff as possible because if you've recorded this sound yourself then no one else has ever used it but then you also have all the synthesis stuff so you can use real audio which is very complex and then you have synthesis where you're driving it and you're generating this sound and typically you get a really good result with both rather than one just the other also from the chat has there been any discussion about integrating special audio technology like dolby atmos or whatever people know our our community tends to push the edge you're a big fan of Atmos yeah I don't know we can talk much about at most specifically because that's again I think above our pay grade really but we have been

  26. 00:20:19

    investing a lot recently in in surround and in designing stuff in surround and supporting the mix in a surround sound context so yeah we really want to make that a better experience with people that are using you know 5.1 and simpler one and and hopefully above yeah I don't know about at mostly almost as crazy as yeah I think there's an ammo system now where there's two speakers behind and they reflect off the ceiling yeah that's crazy the whole like surround sound experience is something that we've been focusing on a lot for the updated flight model trying to get this thing of like the oil enveloping sound of being within the ship rather than just hearing sounds from the thrusters themselves so

  27. 00:21:08

    hopefully or going to plan I should hear a big improvement in that in three five mm-hmm more way more positional yeah right yeah because we we offer a lot of content and in stereo in our sound booth arm and then we've been making a concerted efforts a referencing and an authoring in more 5/1 stuff the big thing was when we were playing in five one it's all these cool light weapons down specifically and they were in the front of you you know yeah that sounds awesome and all of a sudden they were behind you in the surrounds because that's where they physically are in the ship that's where they would be that's the closest speaker for them to emit from like alright let's try and rein that in so we don't want all the cool sounds behind you otherwise you playing like this just from the live chat any thoughts on adding a voice changer for pirates or any individuals who simply

  28. 00:21:56

    don't want their voice known that would be cool and really relatively easy to do we can have runtime effects in our audio engine which is wise the trouble of runtime effect is sometimes they can quite expensive and and cause problems with the game but yeah that'd be ace I by different you know you get the door Darth Vader voice changing mmm oz me sunlight Bane people yak people could just cover that mouth and be like yeah oh boy boy because whatever input you put in the microphone will go come on to the game right yeah I from the thread this person would like to know whether we've considered having different sounding quantum drives in game per ship that they actually they reference the

  29. 00:22:43

    awesome sounding 600 i quantum drive from the cinematic trailer but it's not how it sounds in the game and they also want to know who made that because it was awesome I was Darwin was no that's a big book back line where like work work you promoted a he the troopers I have a big book bear where like you get these cinematics and they sound nothing like the game so we try and create synergy wherever we can but when you're designing sounds for a trailer format and it's linear there's certain things you can get away with and a big thing is like leading up to an event and so like the ramp up to something cool happening you have way more flexibility in linear media than you do in game in game you get a call that says this thing happened now so you can't really lead up to it

  30. 00:23:32

    cuz you know unless you want to delay the event and it has huge nikons and stuff but the at the moment you can do that sound was designed with a certain scope of quantum travel happening right initial one but now you can do wait way shorter jumps and way way longer stuff so it's definitely an area you want to go back to and and bolster with more content you because the the longest jump you can do at the moment listen for like 20 minutes I think and yeah we have put in a quick fix for that - we got a lot complaints about their people have been blasted for 20 20 minutes one of the 20 minutes one of the very first conversations I had with my father when I discovered that he was a star

  31. 00:24:21

    citizen he actually was texting me and asking me this was back in the 2.3 2.4 days I think and he was asking me if he could fly to Crusader in the land and I'm like I'm like a text I didn't know he even knew what star citizen was he just texted me about if I'm like no he goes oh I'm like why are you asking us because I haven't find to it to Crusader for the last eight hours I don't know you just look like 20 minutes three minutes are the same blasting sound effect I'm like what did he sit through for eight hours just made me think about that hi dad as a follow-up to our micrometeoroids question another question came in says once weather effects are implemented in in-game in the environment stuff like that what are

  32. 00:25:11

    your thoughts about being able to hear raindrops hitting the cockpit glass of my ship yeah your ship that would be with yeah we we have to look at these things and try and do them as efficiently as possible now I don't think we'd ever have putting sound on physicalized raindrops but we can take a data sense is it raining yes is it light medium and heavy yes is it what surface is interacting with the O glass metal no metal in our game that's all approach of trying to play a single drop sound for every every raindrop that hits the window isn't even probably the best way of doing it to be honest because there's a certain like kind of nostalgic emotional kind of tone to those like you

  33. 00:26:02

    know sitting in the car and it's raining annually in the rain it in the windscreen if you just using individual sounds of single raindrops and stuff you couldn't capture that feeling of like you know being sheltered from the from the storm or whatever that just one really really good recording that you play with some logic behind it could do but it is definitely something we're gonna do it's a great scenario where I imagine you an outpost you've all it's all powered up is all go there's a storm coming you've just made it in time and then your power module fails and there's and then you just hit all the debris Barrow up against the side of it and rain on the top and lobby nobody ace just go and you change your name to Roy batty and just sit there what's been the hardest sound so far for you to make or replicate I think we've each got one of those

  34. 00:26:50

    mm-hmm Bonnie sound I ever designed for the project it was when I very first started all those years ago oh wait it's the audio director I was like I really suck at UI sounds it's like great design all the new MOBA glass stuff I was like alright entire week just generating source so a typical process we can sound designing is you get all your audio plugins and you get all your like source material in this actually thought I'd be clever and use glass samples but mobi glass because I'm clever like that and you just use threads of content through these plug-in chains and you change them as you go along you know this works well this doesn't work well chariot loads are assets and then from that you with you I

  35. 00:27:38

    have to try and make a language this is this is a positive action this is a negative action this is for movement this is for a static you know button press so I think all in all it took me about three three weeks to get a first iteration and that's with you know me thinking the audio director is going to be like you know criticizing my every move because I thought I sucked it they went all right and then improved you know gradually when we've done a month so how about you Josh it's not really any specific sound most times I'm thinking me it's been in the in the new flight model trying to kind of capture the feeling of weight and the ships and like you know when you when you accelerate at max thrust and then after burn for you to really feel like that's a big kind of event and you know you've

  36. 00:28:26

    got all this power behind you it's not really there's no one sound versus just like in a scoped and that whole kind of experience like a lot of trial and error and yeah just balancing all the different moving parts right yeah you're happy with where it's at now you're still working it's getting there in there yeah I'm excited for people to hear it yeah yeah yeah is it it should be like you know it's a huge improvement for my FCS WOM absolutely and Barney come on back yeah I think the thing that I I spent a long time on and it's been a lot of trial and error and we really haven't got right yet is the sound of distant weapon fire and you know people are on planets and things like that and they're firing their guns at you from like hundreds of meals meters away as it's a really

  37. 00:29:14

    difficult sound to get right you know I thought it would be as easy as recording a distant gun and then using that but it really isn't it's a lot more consideration to the sound than than just using what you would think is the right sound yeah making it sound organic and make it sound real it's quite difficult because the complexity of that is the sorrow what environment is the sound originating it was the distance between you in it and the medium and then what environment are you in listening to that sound yeah so I if someone's got a sniper rifle in a desert and then you're in a canyon and it's the initial sound versus of the other fire versus the like the whizz by Ernie I mean they shouldn't flying by you right yeah so it's a lot to lots consider there from the thread and these people

  38. 00:30:05

    put it this up will there be different flushing sounds for different toilet manufacturers or locations thank you spaces and community I fix it it's entirely possible we're not gonna say no but there may be other priorities that push that one further out I think if we have different toilet manufacturers one toilet manufacturer that's cornered the market you need to know more about the technology behind the mechanics of the flush as well on each different manufacturer imagine recording source for that I will say the UK toilets are very differ than American toilets very different why I don't know why they're different well I know they are oh yeah oh yeah from

  39. 00:30:55

    from the lady l-3 to the way they sound top to bottom they're very different experience American ones are mold issues American ones are more American you know the the question of thread failed us let's go to the live chat if flip flops were added yes Tyler if flip flops were added to the game would there be a unique sound effects for footstep audio compared to shoes and space boots absolutely it's not a lot a trivial thing I've Francesca one of our starters Allah is he's really fleshing out the the foley system at the moment and he's looking into increasing fidelity regards to character loadout and footwear so if

  40. 00:31:45

    flip-flops came in we'd actually have to record we don't have any but we've definitely record some that was there's a film you know the social network that a social media giant film that came out one of their folly considerations was making sure they got loads of flip-flop stuff because the main character in the in the film wore flip-flops all the time so I'm gonna I'm gonna cut that entire question out of the YouTube so if you see a cat that's what happened Reverb this person just asked will it ever be a thing in star citizen we had Todd on two weeks ago talking about current work on on a concave systems and set current exploration on cave systems

  41. 00:32:34

    so I think that's sparked a lot of conversation about how sound working that you mentioned Canyon yourself just a little while ago talk to us about reverb yeah I mean we could talk about in different contexts really so look at it the cave example you give in there we we can currently calculate the size of space you are space that you're in by having Ray casts emit from the player and they'll it's a sector of geometry and the read from that will say are you inside are you not inside are you inside what size with space are you inside I are you half inside of space or not and based on the data that comes back from that we can change the reverbs are applied to

  42. 00:33:22

    certain sounds and I don't we don't add caves before so that's going to be an adventure and I'll be fun to play with because at the moment we don't we don't honor the propagation of sound through a medium a gas at the speed of sound so of a sound happens at distance you hear at the point it emits for gameplay purposes but if we're in a cave when we have dynamic reverb and delay that there implies sound traveling over time so yes if we there been any discussion about delays in radio comms voice IP over great distances I mean I mean obviously star citizen today is still we're still building out as a single system and

  43. 00:34:10

    things are relatively close when you consider the grand scope of an entire galaxy but have we had any discussions about how audio communication might work over much longer distances with delays so is the question if I send the message now oh I try to open a channel yeah the point I'm talking no one will intercept it over a delayed period of time until we it based on distance yeah I think that I think there I think you know imagine once the standard systems complete would just keep it in system here and you're at one farthest end of standing and the person that you're trying to contact is it the other farthest end would it still be a one our way you know our work obviously we got some time before we get there but in thinking right now would it still be a 1-1 minute I talk they hear or have we

  44. 00:34:58

    considered or we're discussing some kind of delay occurring I think you must famously see it on like I actually I was just watching an episode of the expanse the other night where they were communicating back from Earth and the moon and there and there they were trying to have a conversation they were stepping all over each other that kind of thing there well in theory that is definitely possible but would we want to have that experience in the game because I'd be very frustrating right if you have real-time conversations everyone will just jump on a third pie to be able to communicate but the idea of beyond to leave a message for someone to find that would be wicked so you can like record a message and put on like say a probe or something and they go there you go and you can come across this recording that'd be cool

  45. 00:35:45

    no message yeah exactly I'm but other things we can you know I don't know if that is a features going to come on Lima Garcia you know distance affecting coms but what we could do is attenuate the signal based on distance arm so it introduced more static and more dropouts based if you if you're far away or what quality of equipment you're operating with there's loads of stuff we can do aesthetically but regards the gameplay sides do we need direct communication yes or no that's that's not for us to decide unfortunately yeah it's one of those things a very common refrain over star citizen's development is taking to the point of realism and then bring it back to the point of fun you know it's it's you have to we could do something like that but boy would it be incredibly

  46. 00:36:33

    annoying at times when you really need it but you know we got some time before we have to figure that out still yet this person asked an interesting question about the settings the audio settings in the game have we considered being able to reconsider allowing folks to adjust the volume of various game elements independently like a slider for musical slider for ambient effects the cider for voices stuff like that yes yes okay yeah we we were actually been paying a lot of attention to to various other games on the market that have you know much more complex audio options than we do and we really want to improve that and make it much more customizable experience I think I'd always be a bit

  47. 00:37:22

    reluctant personally to give like an ambience later on not separate to like Foley and stuff because it could give you like a gameplay advantage if you can just turn down all of the ambient sound right and hear all of the Foley and the footsteps and gunshots and stuff loud and clear it's more up to us to just keep on making the mix better so people don't feel like they need to have that mm-hmm yeah and what idea we floated is creating like mix profiles based on context in the game so say if you're in a multi cruise ship a pilot would need to hear necessarily different things - what a turret gunner would need to listen to the information input they need is different say was an engineer so the there may be in the future there may be a possibility to be able to create contact specific mixes where you

  48. 00:38:11

    know in this mix in this context you hear x y&z whether it's other context you hear ABC and then if we commit them selectable or maybe a custom context mix snapshot we basically we want to give the the players as much flexibility as possible but obviously we don't want to make sure that we're skewing gameplay one way or another one of the recently in a TV we we've been showcasing you know the component damaged states like how thrusters were damaged and it's part of ifcs 2.0 being able to damage the individual components have we will there be a sound component to that well thrusters sound differently when they're damaged would well look who may a cooler emit a noise when you just damaged so

  49. 00:38:59

    you have an audio cue not just a video cued to tell that's something behind you is is broken that's it's part of the new audio system that we've developed for the new flight model but um in terms like how much of that will be in the first release I can't promise anything for it is it is possible I mean it is gonna it's gonna call that way yeah we recently also showcased ASL emotes that will eventually have a facial component to them so when they do an emote it's not just a physical movement it will actually do an expression has there been any talk about emotes that might have audio triggers attached to them like doing a raspberry or something well we had this a while

  50. 00:39:48

    back so some of the emotes the standard emotes they had some dialogue assets to them but with VoIP and VoIP coming online you've then got a dialog asset or vocal asset you can trigger with emotes as well as hearing your own voice so we need to really define what is your voice in star citizen is it you is it is it this character or use a character because we when we look at the breathing system we were saying well it's a bit strange because we're imposing this breathing system on the player for all your feedback so you know how what your stamina is doing or what environment you're in what more context and stuff but you're also now going to be able to talk down your microphone and your character could be like gasping for breath and then you go amen pretty chill how's it going there's a

  51. 00:40:36

    break in continuity there so with the with the movement on the pipe and VoIP stuff I don't know if we'll be looking into putting audio two emotes because you'll be able to just generate your own Verena from the live chat and way to bring it back way to bring it back star citizen community if you guys are all audio designers which one of you is wearing your headphones backwards because I do two of you have it right and Barney's wrong or is Barney right and the other two of you are wrong well I'm never wrong so it's not me no I think I think that's actually it's just the microphone isn't on the other side all right oh yeah yeah what what now it rotate rotate the rotates both directions it's what

  52. 00:41:27

    you guys are not wearing your microphones all the same way so one we do would you believe my annual review is today is the kind of show I wanted to have even headphone bro i from life chances any any work on creature sounds uh you know insects ambient note noise for animals we start any work on I'm bringing the the fauna to life audio audio wise not specifically designing

  53. 00:42:18

    assets for it but we have work on working on things with Boyd's which are very simple my father in the game and then we're working we like working a crowd system or rename that now which will be able to know what's going on over there I'd say a flock of birds or something and then be able to put audio to that so nothing specific but we're aware of it we know the 890 jump has a pool in it and of course you know water elements are being added to to various locations ground side have there been any water sound effects created such as splashing of fountains or waterfalls or a player jumps into the water not yet nope but we most likely will have to conduct a recording session for

  54. 00:43:06

    that because there you can get a library but what France just bought was new material not so and there's a child I don't know if you'll be able to fit in that we can make him get in it they this water has to be iced so you have to get in it in this child's wetsuit no so we damn Lee recorded yep we will record it as and when it's required because in order to get the amount of flexibility and dexterity of the the assets is probably best to you come up with a design doc and then record the assets everything you need you can buy a sauna fit library but it might not have as much coverage as you as you need yep alright let's see we get this you get this every once in a while

  55. 00:43:55

    a long time ago many moons ago Chris mentioned when the hangar jukebox was was was you know first added to the the hangar being able to load our own playlists into into star citizen and player on music I'm pretty sure that's see that's that's a game design thing as opposed to an audio team thing but I wanted to pose it to you anyway since it came up in both the live chat and the thread what has there been any movement on that that you're aware well the the main issue with that is if it's on a server and you're broadcasting to multiple people and then you start broadcasting copyrighted material mm-hmm then we would be facilitating a breach of copyright so there's a huge legal problem there now if it's client-side only I knew you had a you owned rights

  56. 00:44:44

    to everything and it was just you in that one experience then there isn't much problem there but it's when you start broadcasting to other people although admittedly people can switch their audio input on their computer and do that with VoIP already absolutely but yeah we we don't want a trip we don't want to promote it and facilitate a as much as possible fair enough it's one thing to have a system not designed for it that's being exploited versus having a system that we've implicitly put in there yep that's fair enough so that's not to say that that's not to say that you know that that's a hard no on it it's just that at this point I imagine there are much greater priorities in place I'd be really cool to share as much audio as possible but we have there are certain things we have to abide by so well

  57. 00:45:31

    pirates way back when used to used to do a thing called I think it was called vapor II you know where they would where they were banging pots and pans and you know make as much noise as their ship approached a target you know it it it evokes fear and anxiety and you're in your target you know they would sit there and broadcast as much noise as they could to announce their presence and scared the people that they were they were attacking so I could see something like that being used if everybody had the ability to broadcast music you know an entire fleet all broadcasting differ Trax to make this cacophonous noise to drive everybody crazy well that would just be really cool like Apocalypse Now fly the Valkyries kind of thing did it okay okay let's see what else let's see a lot of games have

  58. 00:46:22

    musical instruments in the in-game have we have we considered you know musical instruments that's from the live chat the live chats scrape in the moment we're almost done yes there's one of the ships so I come is it is yes as a piano in it and well Sentinel EDG well I think at the moment we just got that as a used item where it will play just some public domain classical music and but I think there are plans to expand its functionality to be able to potentially you know sit down not promising anything but you could probe maybe sit down at the piano and you know maybe have a MIDI keyboard and that you perform but then we've got like star citizen rock band

  59. 00:47:11

    because we would expand it to a bass two guitars ace Cantina band just you just make it a player piano they can do nothing but the Entertainer on loop or every key is middle C where question here about a PA system inside ships I mean now we have we have voice agra p but it's you know location or whatever have we considered just a button press you know throughout the ship as these ships get bigger you know as idris has come online as javelins come online a shipwide PA system that's something we would consider yeah we're already actively working on that and we've got

  60. 00:47:58

    pretty solid prototypes in place arms you have PA emitters you can place them wherever you want dynamically on the ship and then the actual the the pipe is there should be able to receive an audio input and then have that come out admitted in the game we have that tack it's great why don't that we have is necessary system to manage where it goes to say you've you have a PA output in engineering in the engine room in the under bridge in the mess hall we don't currently have a facility to switch between which one was selecting to but the bulk of the hard work is done there we have another question from the thread about sound cues when you push buttons in ships you know everybody knows that certain functions like starting the

  61. 00:48:46

    engines are powering on and whatnot have you actually targeted animations any thought to actually adding button-press sounds like you clicks or beeps that go along with the engine starting up yep I mean when yeah I mean we we do we do have that on the Gladius because because there are animations for the flight ready and all that on that ship yeah if it's if there's an animation for it then yeah we would do something for it I would hugely welcome that at the moment you getting your ship power arm and you've got a book I'd really like a more engaged style process so if basically if it's in the game and it does something and even if it doesn't do something then we're gonna put sound to it so one cool thing we can do you

  62. 00:49:34

    can get a completely static environment with nothing going on and you can put loads of implied sounds in there like you could put like the neighbors next door having an argument but you never see them they don't really exist we just created this but then if you're getting to your ship and you're doing all you know do your flight checks and get like getting ready to head off then every animation will have spoke audio for it actually looked at recording a possession at the concourse at their to go in and record all the different switches and stuff but never got off the ground yeah no pun intended from the live chats are there any truly random sounds in the game sounds that have a really low chance of being triggered that you think you can think of off the top of your head no but we could easily put something in just a random cowbell yeah Wow so we always

  63. 00:50:23

    need more cowbell Jerez but we have the we have the functionality to do that so like you said trigger this sound every time it triggers it is a footstep but then every random by every thousand thousands for time play a fart or something no being good easily doing do that we should do it yeah there's some cool temps ounds it's a hot door I'm not gonna ask that question citizen shenanigans poor Gorgan this drug another jumping in theirs farts farts farts what we've invested heavily in developing a systemic audio system before farts and the expulsion of gasses it's very atmosphere specific because if you're farting into a vacuum obviously it's more ferocious that is if

  64. 00:51:11

    you're something serious to be taken out of that there are so many systemic things we have to support in the game that you have to go into the science and figure out what what the physics would be the developer system care try and support it know what I could add or be at most question now and with that that wraps up this week's reverse the verse thanks guys for showing up we have to cut it a little shorter we have a thing going on here but yeah thank you so much Josh well thank you for your first RTV I think we're going we're going to try to get you on an ATV segment in the next

  65. 00:52:00

    month or two about you about the audio work for the ifcs 2.0 so I actually haven't talked to you about that I'm dropping that on you right now we'll talk about it later it won't be for a little bit let's just do it no jar let's go live already no you do it live and you get farts thank you thank you yeah remember there's a the the anvil heartseeker Valentine's Day promotion started yesterday you can learn all about that up on on spectrum my understanding is that the loner for that will be a regular Super Hornet it's being added into alpha 3.5 you can look forward to that and of course the Argo SRV promotion starts in earnest today for all backers you explore star citizen's newest concept ship a tow

  66. 00:52:50

    truck people have been asking for tow trucks for it forever and I don't know why but if they're cool and the tractor game the tractor beam gameplay let me see let me let me tell you the meetings that we've had over the last six months we've developed it we recognize and fully recognize the troll potential of a ship such as this and I have no doubt you'll still surprise us when when the day comes that they're actually flyable so you'll learn more about that on the robert space industries comm website keep an eye out for the Q&A thread that goes up for every one of these and yeah so check that out and if anything I'm really happy we have another Argo ship so that people will stop calling the MPU V the Argo it's been like for like the last year and a half it's been like calling it the ages we're calling it the Drake and it's like our casa manufacturer ship

  67. 00:53:39

    has called the npv just like this was called the SIV this has been another edition of Disco's pet peeves maybe they'll finally be fixed anyway that's Barney that's Phil that's Josh I'm Jarrod we'll see you next week everybody you thanks for watching for the latest and greatest in star citizen squadron 42 you can subscribe to our Channel or you can check out some of the other shows and you can also head to our website at

Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

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