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Star Citizen Live

Star Citizen Live: Q&A - Sounding Things Out

24 July 202501:01:161,820 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

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    Oh, you know about paradittleles, don't you? I do. I play drums, so I try to. >> You're a drummer. >> Yeah, >> but we're musicians on the front row. >> Yeah. >> Hey, hang on. >> They're talking now. Are we on now? >> Yeah, we were on. >> Sorry. We're talking about music and drummers. >> For some reason, you guys are talking. They're showing me. >> Sorry about that. Sorry about that community. Very irresponsible of us. >> We were just discussing the uh the true nature of English accents here in the pre-show, >> which which Jared did. roll the world. >> Yeah. He's actually British. >> I can only do the Monty Python ones. I can only do the money. >> Uh uh uh uh the showing is Yeah. Look, Sherry, we had to get out of bed half an hour before we went to sleep and lick the road clean with our tongues. And when we got home, our fathers would slice us in two with a bread knife. You try to tell the young people of that

  2. 00:00:52

    today, they won't believe you. >> That is not bad. That's pretty good. >> Well done. But it wasn't Yorkshire. I'm just gonna point out. >> Not bad for an American. I think you're American. >> Hi everybody. Welcome to What show is this? Star Citizen Live. Uh uh uh what do we call what did we call it? Uh uh sounding things out. Oh, I love a good pun. I'm your host Jared Huckabe. And if you haven't seen Star Citizen Live before, it's where we take roughly about an hour at the end of uh certain weeks, we invite some of our developers over, take them away from the very busy work that they'd rather be doing, and make them answer questions from you, the Star Citizen community. On the show this week, uh a team uh who's always been near and dear to my heart, but we don't get to have on as as often because they like to hide in their sound dampen

  3. 00:01:41

    booths and and do their work. Members of the CI audio team. Uh, so let's go ahead and jump on in and meet some of the folks because it's always somebody's first show. Um, Phil, we're going to start with you just because you're elevated the highest in the field of vision right now. >> The most important. >> Tell every I wasn't going to go that far. Tell everybody who you are and what you do for Star Citizen. >> Uh, well, my name's Phil Pierce Smallwood and I'm in senior audio manager for the audio team. U supporting the whole audio department to deliver on both Star Citizen and Squadron 42. uh but more recently been working uh closely with Simon uh to deliver on Star Citizen. >> So manager role now do do you still get to do any design development? >> Yeah. Yeah. So I I kind of moved into that that role to kind of when we had a change of leadership a few years back and I was trying to build up the team to

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    make sure we could logistically deliver. Um but then as time's gone on I've been more and more involved back with the creative development. So I'm doing some prototyping, some audio concepting and stuff like that and generally helping lead the team with Simon. Give me an example of the latest sound you've designed. >> What didn't I do? Well, jump points. When we did that a little while ago, I concepted all of that. >> I mean, make the sound with your mouth. >> Oh, >> I just wanted to see if I could do it. >> Yeah. Yeah. Uh, Graham, who are you and what do you do for Star Citizen? >> I'm Graeme Phillips and I'm the uh what am I now? Director >> of audio technology. >> That's it. Director of audio technology. Yeah, my head's fried today. Uh, but yeah, I uh I direct the audio technology. So, I decide what we're developing and uh make all the sounds able to sound as good as they can. >> And when does Claudius come out?

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    >> Well, it's not called Claudius anymore, so it never comes out. >> No, Star Audio is out there in some forms and it's going to gradually weave its tentacles through the rest of the code. >> And joining us for the first time on any CI programming whatsoever. Thank you very much for having me. Tell everybody who you are. >> I'm the audio director of Star Citizen and I'm here to just have a great time making fantastic sounds for Star Citizen, bringing it from now to the future >> and I'm and and work with a wonderful team and work with more people that are coming in and be in charge of them and just make things sound rather jolly. >> Got you. We won't spend too much time on we we the the longtime viewers have had a chance to meet Phil and Graham before, so I want to take at least a couple minutes and get to know you a little bit better. Okay. >> You're a relatively recent addition to the team. When when how long?

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    >> Very fresh. I came in April. >> April. >> So, I've been here 4 months and with a remmit to make the game more cinematic and immersive. Uh I've got a background in film which we won't go into now. And I'm bringing that sensibility to the game along with all of the design experience that we want to bring to the game. Uh, I'm here to listen to the community more and I'm here to deliver a game that I would want to play and more importantly what I would that what I'd like to hear and that's why I'm here >> in a uh in a procedural thing most people won't never be aware of. We we have this kind of long-standing internal rule that we never make anybody do a video in the first six months. Uh they they work they work here, but you've really hit the if I may say you've hit the ground running since you started here and and kind of accelerated. We

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    were just a again another behind the scenes thing. We were just in a presentation I I I got to see you give to all the directors of the of the of the project just yesterday, you know, detailing the new roadmap to to to 1.0 and all the things you want to deliver and stuff. And it's just it's really it's been really exciting to see you come in and hit the ground running and take the reb. I've got lots of things I want to bring which I would love to tell you. Uh not now. I've got fantastic sack of goodies that I want to bring to the game. Sonic Gold and you know I'm I'm that's what I want to do for the game. >> So with that in mind uh we we do as we are want to do. We put up a a thread up on Spectrum which is our bespoke communication platform available on robertspaceindustries.com. We added that thing like maybe eight years ago now and I still shill for it.

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    Probably stop. Let's find out if I can stop shilling for it. Although the habit's so ingrained I probably can't. Uh we took your questions. We let you. We saw which ones you voted up more and we have selected uh a a a a cadre of them to address uh today. So, we're just going to jump right into it. Uh from Han Van Han van, what happened to the glorious flyby sounds from years ago? And should we expect the magnificent sound quality to ever come back to our ships? This was just a topic of conversation in director chat last week. Well, yeah. Amazing timing on this. >> That is bizarre. Okay. Should I mean shall I start first? >> Yeah, feel free. >> They are there. They are going to come back, but they're going to come back with a little bit more enthusiasm in the future. I really want them to vibrate. I want you to feel them go overhead. I

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    want you, you know, they are going to come back um over to Gre, you know, where they are now and where they will be in the future. >> Uh yeah. So, there's been a period of transition, I guess, on some of the sounds that we've been working on and, you know, things aren't exactly where we want them to be. We've seen the videos you're talking about. Um we know how good things were then and we absolutely want to bring that back. We've had meetings about it just this morning and yesterday and uh we're making it priority. This is the first question. >> Yeah, it is. >> Yeah, we were actually literally talking about it. Yes, I I was presenting yesterday. One of the >> bizarre though Simon this is just because we listen to the community and we >> well community they are coming back but slightly better than they are at the moment >> because all the all the sounds are there in our wise project. Um, it's just there have been some backend changes. >> I was say what happened? Why did they

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    disappear? >> Well, like sometimes, you know, the project's always evolving. So, the the the kind of hooks that our audio systems rely on can change. Um, and depending on how resources we've got and time, sometimes we have to prioritize newer content or different things. Um, uh, but now we're building the team to be able to get back to all of that good stuff and make sure that we we don't lose any part of the experience and just make it better. >> Yeah. So, we didn't intentionally take them out. It was it was it was another aspect of the game grew. A bug happened. We haven't been able to >> There's been a gradual shrinking of how big the ship sounds are in order to make the game performant, but now we're reworking that so they can be performant and you can hear them a long way away as well. >> Y uh uh let's see, next question. Mix, what is the state of the realistic audio

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    mode? >> Oh, we've we've been talking about this thing forever. >> Yes. So, you know, we demonstrated realistic audio audio audio mode some time ago. Yeah, I know. Um, the problem we have is that the game is huge and we have to treat every single sound in the game with realistic mode in order to be certain that we're giving you the experience we want you to experience. Plus, we also have, you know, game development is difficult. Scheduling is probably the most difficult part of game development. So, we're working on getting all that work into the schedule. It's not there right now. We have ships to deal with. We have ship flybys right now. Uh beyond that, we're going to be looking at moving all that stuff over to realistic mode and it will be within your hands at some point. I don't want to start promising dates, though. >> No, no promising. And and the remit of what I want to bring to it as well. So,

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    I've got a whole sack of stuff that I want to bring to the game. >> That's the second time you've mentioned your sax. >> It's a big sack of Sonic delights, >> but it's going to come. I mean, sometimes things go missing. I mean, we're in we're in dev. I mean, there's I don't know how many sounds I I looked at. There's over 700,000 sounds in the game already and I'm we're going to be bringing more to them and we're polishing it all the time. >> Right. Well, if you mention sack one more time, I'm going to make a share that's inside it. >> Uh, master ringer. >> Let's not have fun. >> The last thing they want to do specific type of fun. >> Risky. >> Just do it now. >> Come on, Jared. >> Open your sack for me. >> What? Well, what what do you want to know?

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    What what do I want to offer the game? Well, we're going to be immersive at some point. So, we're we we will be going much more immersive. So, that means what that does that mean to the player? I know it's a very overused word. We're going cinematic because that's what you know I was I was brought on to do. So, we we're going to be every environment you're in, you're going to feel like you're in the environment. I don't want to go into the nitty-gritty details about when what systems we're we're developing with Star Audio or any any other systems I would like to bring to the game, but fundamentally I want this to sound as good as it can be. I don't want to make rash promises like the best game ever. Perhaps let's let's, you know, let's try and make it the second best and then people will remember that and then we can go to the first best a little bit later on down the line. But I mean, you're going to feel like you're actually in something.

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    Now, one of the biggest experiences, am I ranting already? No. >> It I mean, everyone, you know, we want to be in a spaceship. And when you're in a spaceship, you want to feel like you're in a spaceship. I want to make things rock and vibrate, and I want you to feel moved. So, that's >> Atmos. >> That's Yeah. Atmos. And a little bit more than Atmos. >> Little bit more than Atmos. >> Atmos Plus. >> Don't ask me what I'm modifying other people's trademarks here. Yeah, I'm not changing Dolby, but I'm just going to be giving Don't worry about that Dolby if you're listening >> the views and opinions of Simon. >> Yes. >> Uh >> allegedly, >> can we have a more realistic professional distress call from from pirates being attacked from pilots being attacked by pirates? Uh the current

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    voice line, "Help, help, I'm being attacked." More professional line would be, "Mayday, mayday, mayday." And they just go on with a bunch of examples. Basically, distress calls. Can we make them more engaging, more immersive, more creatively fulfilling? >> Yes, this is a this who whose question this is. Great question. >> Master Ringer 117. >> I don't want to hog all the answers, but I mean Phil, I mean, we've talked about this. Phil. Yeah. >> Yep. Okay. Well, yeah, but we've uh we've we've basically been given a high level mandate to get more dialogue into the game. um make it more of a dialogue experience when you're doing missions, you know, into uh talking to ATC's, NPCs, all that kind of stuff. Um so we're working with the whole narrative department to get more dialogue content recorded on our wonderful Pecap stage which is next door. Uh and getting more of that stuff into the game to really

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    flesh that stuff out. Uh I'm going to pull a question from chat here. Uh Nostalgic Ham, these names are great. uh says ship horns. Ship horns, please. For the love of God, I'll do anything. >> Anything. >> That's what That's what Nostalgia Cam said. He's They're just offering themselves up. Ship horns. >> Cool. >> Yeah. Well, like like like a mini or something. >> He wants that horn that plays a kukaratcha. >> Like get out of my way. >> Oh gosh. Well, yes. I mean, this is something that's entirely possible. I mean them making some kind of scary noise obviously would be terrific um with weight and gravity. So yes I mean I haven't kind of considered exactly what

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    but I mean that is a good question. >> Yeah I think I saw it like war horns >> I'm thinking now. >> So big capital ship guy out >> I want people to know I'm >> like something like that >> be epic kind of like the the reapers from Mass Effect or uh like the war the world stuff Tom Cruz. I I just somebody just mentioned I was literally just thinking about it. Uh act 625 says the war of the world's tripod horns that that noise. Amen. >> Um dot hecate says, "Will we ever have radio stations we can tune into instead of just in-game background music?" Maybe instead of just ingame back our game background music >> as well as surely >> I'll put our in-game background music against any games in game background

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    music. But >> question is radio stations. >> You know I was talking about this yesterday. >> It's true. He was >> this is bizarre as well. Yes, I would love to have radio stations in um and that's what I'd like to do. Um maybe radio stations which are exclusive to certain planets and when you fly away from the planet you don't receive that transmission. Maybe when you fly to a colony somewhere you get a slightly different style of radio station. I mean all manner of things radio music >> narrative adverts shipping forecasts how much rocks cost. >> Yeah I was there a couple >> number stations. Yeah, I feel feel it was maybe >> number stations >> maybe two or three months ago u there was a a backer who basically invented

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    like an hourong string of what a Star Citizen radio station would be like he they used AI >> with with truck with trucker music >> it was truck it was trucker music and >> yeah I don't I don't want to turn this into a conversation about AI because I despise AI with the fiery passion of 10,000 sons >> but it was rather compelling to to listen to for a while for a while and and and so it's going to be an interesting challenge finding resources and figuring out how to implement that and stuff but there's no secret we we've talked about it for years it's something I think it's something Chris wants >> like that so you know finding a way to make that happen will be an interesting >> I mean we we I talked about this yesterday so yes that is something >> I forgotten who asked this question but that is something definitely I'm considering >> yes 10,000 AI generated suns event

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    horizon absolutely >> to be corrected Um, uh, Salty Mike asks, "Oh, never mind. We'll just skip this." Um, Vixor asks, "Will we see more audio for ships in their damage state, such as alarms blaring, especially on larger multi-grew ships?" >> Yes, we will. We're going to elevate all of the sounds in the ships, particularly in on the console UI and things like that. You will absolutely get that kind of stuff. Uh, more basically, I'm going to be elevating the experience in all vehicles and ships. they're gonna have much more personality and much more presence. >> And one thing we want to bring as well with Star Audio is that we make it much easier for the sounds on the ship to be aware of what's happening to the ship itself. >> So something like damage to the ship's power systems would would cause things

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    like light sounds to dip a little bit and uh you know ambences maybe to drop and things like this and you would feel the impact no matter where you are on the ship. >> Yeah. Historically, a lot of the damage state stuff was tied to like VFX and kind of binary things that are being triggered. Um, we'd really want to kind of properly flesh out the damage states for ships and you'll be able to see hear things not working quite as well as you want. >> I want I want to add on to this. They mentioned alarms blaring and stuff, but toy >> the the ability ability this is all about when things go wrong. having that ability for the pilot or the captain to to hit to hit a button and then speak so that it radiates through the entire ship, you know. >> Yeah. So, you have like a habit >> as it stands, you know, the the VoIP system is creaking a little bit under the pressure of how how heavily we've

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    pushed the player count on our servers. So, we need to do some rework there. But, I think this goes back to the ship horns uh question as well because we've talked in the past about being able to make announcements outside of the ship. So you could approach some uh other players on a planet surface and you could just switch on the mic and just let them know that they're in some trouble or whatever, you know. Pop door, please. >> Yeah. Yeah. You do all that kind of thing and and this is all built into the design of VoIP, but yeah, we need some backend work to >> also we're going to I mean we will be introducing an element of vibration to the ship. So I mean whenever there's damage you will feel it as well as hear as well as an an audible signal or an alarm system. So, you know, there will be all sensors aware. >> Well, the reason I skipped the question is because I wanted this one first and to hit you with this one next. Salty Mike's question. What are you doing, if

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    anything, to improve VOIPE? It's super inconsistent. >> Yeah. Well, as I just alluded to, we have backend issues there. They are on the list to be looked at. Um they're I don't know when they're going to be scheduled in, but this is all work for our team over in Turbulent in Canada to look at. Um because the VOIPE back end was designed in a time when we had 50 player server caps and now we have what 500 player server caps. Uh so >> build it to scale. >> Yeah, that system hasn't grown. Uh I didn't build it at all. So >> so so what what what does that what what does that fix that evolution path kind of look like? Because because Voipe is one of those, you know, one once upon a time it was a signature Star Citizen

  24. 00:18:35

    thing and you know that along with with with Foipe Face RP, but it is it is again it is it is kind of falling into this realm of of the opposite of feature creep the backlog of of fixes and stuff like this. Uh I'm not going to ask you to go through the entire you you know you know chain of fixes necessary but at a top level what needs to happen. So what needs to happen is is a rework of the back end so that it can handle these hugely elevated player counts. We also want to be able to communicate cross shard. So it basically needs to become completely independent of uh of servers and shards and it needs to be running in its own back end entirely so that anyone can communicate with anyone. Um that is all work that I'm not going to be part of and not familiar with. So it's very much kind of as I say um our team in Canada. But once they've done that, then

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    the hookup on the game side is is not much different to how it is now. So, as you know, when it works, you're able to communicate with each other. But it is inconsistent and it's inconsistent because of this backend issue. >> Sound like this guy used to go to high school with a girlfriend in Canada. I've got a team in Canada there. But yeah, no, it it was struggling before the advent of server meshing. And then server meshing came out. It was just it's not the quite the bullet in the head of old Yeller, but it's >> it it's really made it it's really it's really exasperated the issue. So, >> um we're going to have uh uh Ben Wisd to to come back on in a couple weeks and do a big update to that show we did in February where we just talk about all the technical features and whatever and we'll have an update on the work for VoIP and FOI there. >> Yeah. Um can't tell you when it's going

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    to be. I don't remember. St. Paulus, are there plans to add variety to the rain sound effects, roof sound, no surface, etc. Or maybe there are some engine imitations currently? >> Yes. So, is it this is a classic US thing? So, we scoped the rain initially for Stormageddon um to support that event and >> Storm Breaker. >> Storm Stormbreaker. >> Stormageddon. Um and then um but the way that we looked to implement it um it actually unintentionally scaled across the entire verse. Now a rain system is huge. Um you need to make sure you've got all the different types of rain. Um you've got um all the different types of surfaces, material types, material construction. Like a metal barrel will sound very different to a metal canopy

  27. 00:21:01

    versus it being inside of a car. So yeah, there's it's consider our rain system like version 0.5 and we will continue to work on it. >> It's it's it's really complicated. I mean, you know, precipitation on all like you're saying on surf. We've got so many surfaces to consider and also the speed of the rain, which angle it's going at, how intense it is and what it hits and how it hits stuff. And sometimes rain can sound like white noise and it's it's really a challenge trying to make precipitation sound good. And that's what we want to do. It's got to hit different surfaces. It's um it's not as easy as you would think. And it, you know, it gets in the way of things sometimes. We the way we mix the rain and the way we're going to have to dip it down so we don't affect the music and the narrative challenges and anything else. It's it's very tricky um to do that there. You know, we had to we had

  28. 00:21:49

    to get the stuff out for storm and because it was in the storm obviously, but you know, it's going to be across the verse and it's going to hit lots of different areas uh in different ways. >> Yeah. Um I I often say we had the same conversations the backers do just just several weeks earlier and and the when the first reviews for for Stormbreaker came in we were saying the same thing. It's like we we should be hearing it here. We should it should sound different when it hits this versus when it hits this. >> Of course it should. Yeah. Yeah. Absolutely. >> It's just time. >> Yeah, it is time. You know, >> there's a there's a full dynamic weather uh system planned uh and we'll be fully supporting that. Uh, this is meant to be more limited. Um, but it's limited but far reaching and now we need to like backfill and and sort it out. Um, Tonio Folks, yeah, I said that right. Has the team

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    been working on or planning for what to include for ATC chatter for the approach to stations? >> Have we? >> Yes, we have. >> It's content. I'm cold. >> Question. Yeah, hold on. Yes, we have. So I mean it's in its infancy. We want to bring a lot more ATC into it. I mean obviously this has narrative implications. So we're you know we're building we're going to be working with Dave on this obviously to see what we can do to increase the amount of ATC. But I'm fascinated by ATC anyway. Uh it's one of it's one of my one of my things. So yes is the answer to that. >> Yeah. As part of that mandate to get more dialogue into the game. Yeah. It might not be direct dialogue. We might also be um looking to add like open comms, open channel ATC when you're near points of interest on planets or cities or like points of interest in space just

  30. 00:23:27

    to give life to what's happening and ideally have it contextual about what's going on nuggets in there >> and it's a big part of you know the the experience of being in a ship you know when it moves you get lots of ATC if you know you've ever been inside you know the cabin of an airplane you know there's stuff going on all the time and you know we want to bring that real experience to the gamem Uh I missed the I missed the name as it's the chat's scrolling, but somebody's like interesting. Discord can do a thousand people in a voice chat and they're struggling to have 600 and it's like no 3D positioning, no cross server broadcasting. Yeah. Yeah. It's it's it's not exact it's not exactly the same thing. >> they we have to run a game at the same time >> and they can focus on that. Uh Hston,

  31. 00:24:14

    hi Hston. Some ships are currently pretty much silent. Origin, that was the direction in the thing, not me. Uh, I'm not wrong. And some ships that used to have distinctive engine sounds are now also pretty much silent. Are these ships waiting for a pass or is it a bug? >> It's a combination of the two. Uh, so there are some issues where we've made some changes to the flight model and we haven't been able to get back, would you say, we haven't got around all the ships yet to make them all respond correctly to that flight model change, but it's all part of development. Um, but we also as part of that update for those flight models, we want to be doing a pass across the whole ship and giving them a a nice refresh as well because some of them are like eight, nine years old. >> Yeah. I mean, I'm going to add to this.

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    I mean, I'm I'm I'm doubling the department in order to get give a a fantastic um experience. You know, I've I've been given I've been given the opportunity to increase the department in order to turn this around. The vehicles is the most important thing for me. That's the thing that's going to get the most focus. And just feeding into what you've just said, yes, everything's going to get to another stage. It's going to be elevated. whole flight experience, the whole vehicle experience is going to be what you want and what I want. And I'm not going to let anything get out there until it sounds Can I say hot? >> True. >> You just did. >> Very excited. >> So, you know, yes, there is, you know, and I'm sorry things sometimes don't make a sound, but hey, they're going to be making a sound. It's not a deliberate

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    thing, and we've got a lot to do. I mean, it's a very, very, very deep game. Yeah, we we've got like so much respect for for the community and it hurts us when things break. Um you as Graeme said, I think the first ships I well I've been about 10 years now was like know 10 years ago, nine years ago. Um and the ship systems we've built were built for the game at the time. And if you think how far Star Citizen come and the different flight models we've had and all the changes, we've not been able to keep at pace with that and keep the legacy ships up to date. Um, but working with Simon, we're actually building the team out to be able to have the resources to do that. Not just the new ships. It's making sure we're working on all the all the legacy ships, all the the the the one the ships that dearest to the heart like the Drake Cutless should never ever sound bad because we

  34. 00:26:39

    know that's really popular. Um, but we understand that a lot of the ships have fallen below the bar that we've set and the bar that it deserves to be. Um, and we're working hard to to rectify it. >> I want I'm I'm going to pause this. I want this is a good time. I want to get into this now. So, we keep referencing Simon. You you obviously been here for four months. We we we referenced this presentation. Yeah. You made last night. You just mentioned that we're bulking up the team and and stuff like this. I want I want to talk about a bigger issue here. Let's step away from that. The backlog, >> legacy issues. Legacy legacy issues. >> It's okay. Star Citizen, not just audio, every aspect of Star Citizen always tends to be

  35. 00:27:28

    whether it's right or it's not very forwardlooking. We are always looking at the next thing. We are always looking, you know, it's if there's there's a patch, we got that next that next month's patch or if if there if there's a new ship, we got that new ship. The stuff that you guys are doing for the Krueger, by the way, I saw, you know, and another one. Yep. the the good the good >> another ship. >> Yeah, it's there's there's always another ship. Uh the you know, we we tend to fall into this trap a lot of looking forward because we just got to go to the next thing. We got to go next thing. We we need to add new features. We need to add new content. Stuff like this. And the backlog just builds. >> The backlog just builds. Tech debt begins to to to mount up. I'm not going to ask you to speak for every department in the in the comp in the company, but

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    I'm I'm curious about >> your plans, >> okay, >> to tackle your backlog and your tech debt. Is it it's got to be more than just hiring people >> like Yeah. So, there are three stages and they're all running running concurrently. Uh my remit is to work on the material right now and get that out at a very very high standard and that's stream one if you like between now and X and the other one going parallel to that below it is the legacy stuff. Let's you know legacy sometimes is a dirty word. It's just what exists now. We're going to elevate that. I've got I've got to go I've got to run and see what's good and bad in that that I would like to keep and change and adapt and that will become part of the top stream. And the other stream which is vitally important to me is the community I build here but

  37. 00:29:03

    also the relationship I which needs to be built further with people out there the fans. You know I need to hear from you and you're part of the you know part of the third strand. So it's important to me at the top layer that we're doing very very high standard stuff from now onwards. Uh number two is addressing the legacy stuff like this. I don't know it sounds like we're picking at a scab all the time. on the leg legacy. It's stuff that exists that needs to be polished and cleaned and then joined, you know, the top layer. Some of it is is old. It's 10 years old. It's like driving an old 10-y old car. Some of it may need to be jettisoned. Uh it's not necessarily bad. It's just, you know, dated about. And then the third thing, which is the way we're going to work together. We're going to be a large a large um department, but I you know, I want to

  38. 00:29:50

    hear from people about what we're doing right now. I invite it and I will be engaging more with the community because for me that's really part of developing a game and developing a soundtrack. >> You you've been waiting to get on Spectrum and stuff like that and I wanted you to wait until we introduced you. I >> I want to push a little harder on that because the answer was >> great. The answer was great but but >> I'd like to see if I can get something a little more tangible about too the legacy stuff like like how do you tackle that? Is is that building a team here that only focuses on old stuff? Is that it's does that become boring and terrible for new hires cuz who wants to come in and only work on legacy stuff? >> It's actually the opposite. >> So the first thing is to is to analyze what is the legacy stuff and divide it into certain categories. For me the priority is vehicles. So I have to

  39. 00:30:38

    analyze all the vehicles, the ships etc. Then we've got creatures. We've got foley which I'm sure everyone knows what is. And excuse me if I'm teaching you suck egg which is suck eggs which is the feet right you know right down to the the surfaces and the soles I'll be analyzing all of we will be analyzing weapons we're going to update all the weapons ambulances the ambient systems the rain systems uh what happens on planets the flora and fauna analyzing all plus building on top of that so it's breaking it down it into its component parts the music the diagetic music that how we're going to elevate the music more within the game and how it's going to react with all of the greater content that we're going to produce. So, it's it's as if you're coming to a meal and I'm trying to pick at the little bits, right? You know, that's got to change and that course has got to be changed.

  40. 00:31:25

    No, let's not offer that salad anymore. Let's push that one away. Let's have something fresh. So, it's breaking it down and analyzing each thing and then the stages of my the arc of the way I want to achieve towards version one. You know, we're in alpha obviously, uh is right, I want to do that first. This is the most important thing. Then I want to do this. So the first thing is is vehicles like I said um and that will feed into the next areas I want to focus on. That doesn't mean those areas are going to be neglected because I'm going to have a department that going to be focusing all of it. But the I need to prioritize stuff and the way I prioritize stuff is going to be influenced by what is needed at CI but also what the community are upsetting about. I'm kind of not interested to hear about the stuff that's good. I really need to react to the stuff that people are disappointed with and then I can I can I can get a better game

  41. 00:32:14

    really. I know what's good. Yeah. >> So, don't tell me what's good. >> And to to expand on that and something you you touched on, Jared, is uh because we're able to now increase the the team. Uh we'll be we'll be building the team to be able to look at early concept work. So, getting in early doors with new features, content, mechanics, and whatnot. We'll have people be able to focus on the here and now. what is the current release, seeing that through and have the people then to go off and look at all the legacy content, actually do all those uh those backlog fixes. Um but we're we're very fortunate uh as a department to be in a period of growth and to be able to facilitate that. Uh whereas in the past we may have had the resources just to focus on the here and now and not address the backlog or not jump on the things early earlier on. >> And one thing I'd like to say is that

  42. 00:33:01

    the backlog is fun, right? Because there's nothing a a sound designer likes more than working on a finished product. You get there's all these ships that are ready to go that that sound designers would absolutely love to get their hands on given time in the schedule to make them sound amazing. >> You tell me it won't change. Yes. Ah, amazing. >> Exactly. >> You mentioned Foley. Uh Bound's question here is are there plans to improve the audio for SCU containers? It sounds like they don't weigh anything at all or or are completely empty when you bump into them. Yeah, that everything is going to be addressed. The weight of everything, the weight of objects is going to be addressed. Uh the way we react with anything in the world in in the game world is going to be changed so that it it it feels real >> obviously and stylized within the framework of a game. Yes, that that will

  43. 00:33:51

    be addressed. Yeah, I think that that's an extreme example. But when Simon first came in, he uh gave a demonstration of the kind of things he would want to do to the sounds of Star Citizen and it was absolutely amazing. But the the one word that I think I would take away from it was weight. It was like giving all the doors weight, all the ships weight, just giving the whole game more audible weight and making things feel more real through the >> game. >> So, I'm going to ask you another question here. >> Me? >> Yeah, it's all it's for all of you. I'm going to insert another one here. downstream dependencies. >> Audio, >> that's one for you >> is histo audio is hyster is historically last in the chain. It's it's almost everybody else has to do their thing when you're building a new piece of content, when you're building a new asset or whatever before you got you can even start before you can really get

  44. 00:34:40

    going. You can might maybe do some previs and stuff like that, but you can't really get going until almost everybody else has done their stuff. And Star Citizen has a history of well we we work until the last minute and before we kick something off. So how do you I'm I could see the Vietnam flashbacks happening here. How do you >> how do you work like that? I mean there's an inevitability to that sound. It's not exclusive to this company and not exclusive to uh this style of creativity. It happens a lot because um you know our our visual intelligence is far greater than our sonic intelligence and you know what we see first always comes first and traditionally the visual element of any creative product generally comes first and how do we deal with it being at the end well we just have to deal with it. I mean it's

  45. 00:35:27

    it's unfortunate but we don't start uh we don't start a game with the sound we start a game with the vision and with the visuals rather than and we're just at that stage and we just work alongside each other and we're going to be working alongside each other much more the different departments so that we can be organic together. Um it it is unfortunate but that that's what happens. I I can't we can't really change that and it's it's it's stressful and we have to run at the 11th hour. But um that's unfortunately what happens. >> It's always a it's always a race between audio and VFX. >> Whoever who's the last who's the last person to touch to to touch a thing. the the the the reason I I was thinking about it because uh the next question from Vandred says, "We've received VFX passes to Omsky 4s, CF337 Panthers and

  46. 00:36:17

    stuff." Uh but no audio, you know, you know, pass on these. The VFX have changed and now maybe the audio I think you're suggesting the audio doesn't quite match up >> with the the the what you would expect from what they're seeing. Mhm. >> Uh, so does the tail wag the dog here when VFX are like, "Oh, our schedule allows us to go back and tackle this of the backlog." Do you now have to Oh, okay. Well, if you're going to do that, we now have to adjust our backlog stuff. How do you manage that >> to to some extent? Yeah, we do have to we have to respond to changes in the visuals. Absolutely. And we don't always have time to respond to them in the schedule that that it's, you know, it's happening in for the visual teams. That's why we're lucky we're a live product because you know we've always got another release further down the line where we can make these changes. Um but I think that for us it's uh we can't

  47. 00:37:07

    schedule exactly in line with VFX because VFX are only one element of the game that needs sound treatment and there are so many other elements that that that are all asking for the same support at the same time. But ship weapons is also another key area of focus for us is we're really focusing on the ship experience and ship weapons is one of that. Um well a key part of that and we're building out resources to elevate all the ship weapons for the ships. So it's a a much better experience. >> Well I know we got I know we've got ship showdown coming up. It starts sometime soon. I don't know when. But you know ship show is this thing where you know backers get to vote on their favorite ships and whatnot. You were talking about listening to the community maybe, you know, in your prioritization conversations. >> Well, we're already pulling those metrics. >> They're lit but they're literally going to vote. People are literally going to

  48. 00:37:54

    vote for the most important favorite ships. >> Oh, when's this? >> Uh, it starts >> starts when? >> 29th >> of this month. >> Starts the 29th of July. >> Oh, that'd be interesting to hear. >> Would you believe I work in marketing? Uh >> uh more caffeine says uh uh the vault guns sound brilliant. Just a casual and the vault guns do sound cool. Thank you. >> It's so weird. A lightning based gun would sound cool. But >> well, we got a really talented team there. >> You know, we're going for gravitas and you know presence of weapons. So that's good to hear. >> Um uh Mixpaz has another question in here. Uh what is the difference between star audio and the realistic audio mode? uh it might be easier to list the the

  49. 00:38:41

    overlaps because they're very different things. Um so Star Audio is effectively a kind of middleware replacement. It's not going to replace Wise which we will always use at least for the time being to play back our sounds but it's it's a replacement for the glue between game systems and the audio system that then allows a lot more freedom to sound designers to do whatever they want. So, uh, where existing, um, ways of hooking sounds up to things are quite prescriptive, you might look at an animation and say, I want this animation to play this exact sound from the library. Uh, what Star Audio does is it allows you to basically just flag the fact that that animation has played and leave the decision on what the sound uh, does down to the sound designer and and they can then make that contextual if they want. They can add logic. They can do all kinds of different things. Uh we

  50. 00:39:29

    can also do things like uh passing events down hierarchies at runtime. So uh I always use this example, but if somebody's holding a weapon uh on the on the hip and they're piloting a ship and the ship gets hit by a missile, we can make the gun on the hip rattle because the ship got hit because there's a hierarchy that's being tracked at runtime which we never had before with the old systems. So there's a lot more contextual information available to all the sounds. And the uh realistic mode is kind of a a subset of that a sort of microcosm of that whole ecosystem which is basically listening to whether there's any audio pressure between the listening device of the ears and the the sound emission device which maybe a ship or a weapon or whatever. Um, so yeah, it's kind of like the realistic mode is

  51. 00:40:17

    is a sort of first use of what Star Audio does or it's it's our use of what Star Audio does, but it's uh it's got much more aesthetic presence, I think, to the player, which is why I think it's something that people are very interested in. But Star Audio is the tech behind that thing. >> Vibration's a pretty important aspect of sad. I think it's one of those things like obviously anybody that works in the industry like you I I said it and all three of you you nodded an exact thing but it's it's it's not a thing that most common folks ever consider just how important vibration is. >> It's just important for sorry >> go home and slam your kitchen door and listen to what happens to all the stuff on your shelves and on and in your cutlery drawer and all that kind of thing. That's the experience we're going for. And I know that's just like a sort

  52. 00:41:05

    of small example of it, but it should be exactly the same. If your ship gets hit by anything or if it gets uh if a force upon it, which may be gravity, it may be extreme G from per performing a maneuver. You want all these things to be straining every single part that may be parts that aren't intended to move, but definitely the parts that are as >> Yeah. I mean, it's a complicated thing to achieve and and we're thinking about all the time. It's not just a case of just adding metal rattling or a bit of low frequency vibration. There's there's we want to bring more to it. I mean, you know, we're considering haptic stuff as well. There's, you know, we want to really consider it from from now and, you know, build for the future. It's it's not just a case of noise. It's beyond that. And like Graeme says, you know, every everything in life has vibration attached to it because a a sound wave

  53. 00:41:52

    moves objects in different ways. And it the reflections of those objects affect us in all manner of ways. And we and we want to bring that experience. >> Almost say the vibrations resonate with us. >> Oh, nice. >> Phil could almost >> don't say that when we go live. >> Shouldn't Yeah, don't do that. But I think a big part of it is action and reaction. Like we can do all the cool sound design uh in the world and put it in the game. Um but it would only really give you so much level of immersion. It's more about how does that sound propagate in the 3D space and how does that affect everything else. So this inheritance system uh where allows impulses to be passed from an event to everything that's connected and have that all have appropriate vibrations down to the tightest to the big flappy vibration stuff will really just be

  54. 00:42:41

    >> yeah that's that's your big immersion silver bullet. >> It's going to affect everything. It's almost like a force that surrounds us in the universe that we can't see. You know, it's to pardon pardon stealing from another title, but fundamentally that's going to affect the way we perceive the audio is with this vibration system. And coining as a vibration system is almost slightly >> it's almost limiting. Yeah. Because what we're actually building is is a resonance system. And it's not just about making things vibrate because other things that they're physically connected to can vibrate. If we go back to the example we talked at right at the beginning where we've got ship flyovers, there's a heck of a lot of force coming off that thing. And if you've got anything on the ground that can rattle as that thing flies over, we're going to make it rattle.

  55. 00:43:28

    >> You We're going to move on because we've been talking about vibrations for a lap for a second. But I swear to you, >> vibrations. >> We're feeling those good vibrations. >> One more. And I'm going to choke >> sack of vibrations. What are we doing? I choked Alberto out earlier in the earlier in the year and it's been a emoji on teams since then. >> Um, >> do it. Do it. >> You were literally s you literally sat down today and weren't in that chair for 30 seconds before you started clinking your soda can on the table. Go to the three shot. >> Give us a live demo. Graeme, >> can you can take the audio guy out of the audio room, >> but you can't take the audio out of the audio guy. >> Shapang, we're going to use that sound. Uh, Vec Ve says or asks. No, it just says there's not I don't see there's

  56. 00:44:17

    there's no question here. Local ambient sounds at locations are awesome, but I feel like the game lacks largecale ambient soundsca soundscapes. It would be awesome to be on the outskirts of a city and hear the hustle and bustle in the distance with traffic, sirens, speaker announcements, etc. Or to pick up background radio chatter when approaching a spaceport or space station. He has no question here. >> He just also we do agree >> if it were a question. No, I mean gosh that's that's more complicated than the question would suggest. >> because I mean when you when you come away from a large area of noise like a cityscape, I mean what do we want to hear if we're traveling around it? Do we want to hear the sirens? I mean, there's so much different propagation echo and reverb going on there

  57. 00:45:06

    >> without it sounding like mush or, you know, just noise. And I mean, it's an interesting consideration. And of course, we would consider it cuz when you pull away from a cityscape, it, you know, you need a sound, but actually how we focus on that is is complicated because it's not, you know, we would deal with in um in a linear way, in a different way we would in an immersive way in a game. So I I mean I haven't really thought about this yet. >> It's almost where you tackle it like lods at distance. So when you're uh at zero point when you're in the the the point of interest like the like area 18 or Lville, a lot of the stuff you'll hear is is bespoke and discreet. It's coming from 3D emitters or volumes we put down there or it's attached to a ship that's flying by. Um so everything saying of the space uh of what you can see, hear, and feel. And then when

  58. 00:45:53

    you're a mid distance um we can take that and put in designed content that is like a consolidation of that uh and then scale it of what it would sound like at distance. >> Um but Graeme's worked on grouping systems and stuff where we can take if you've got three sound sources >> um it will know they are the same brush or the same sound source group them together and then allow it to play switch to a group sound versus of that rather than three discrete sources. So we can leverage technology like that. >> Yeah. So, one of the features in Star Audio is this ability to basically convert a sound that's too far away from from you to be heard into a statistic that feeds into another sound. So, if you think of the city, then you might have lots of vehicles moving around in there, like you say, sirens going off, >> these kinds of things, and we can use those statistics without playing all

  59. 00:46:41

    those sounds and creating cacophony. We can use them to decide what sound we should play in their place. >> Because we have to make choices. It's not just a case of when you pull away from an environment, we're going to just roll off roll off the top end and give you reverb and make it mushy sounding. We've got to actually pinpoint what are the which are the POIs which you'd want to be sustained orally uh out of that environment. And then we'd have to respond to stuff that's giving lights or movement. I mean, it's it's it's it's difficult. It's an interesting question because the challenge is is is quite difficult >> tie to time of day and all that kind of stuff. >> Yeah. Yeah. Um, all right. So, we've got a roughly 10 minutes left. There's a couple more questions I want to get to. So, let's see if let's see if we can't uh uh lightning around some of these. Um, we mentioned Atmos earlier. Cabbage says, "Will there be options for stereo

  60. 00:47:29

    51, etc. in the game? Like they can just set >> the different, right? >> So, right now it it's fully automatic based on what your game what your PC is set to effectively. we have some reports that that doesn't work and in development now we have the ability to just choose what you want from a drop-own menu and that uh I think it just needs an integration so it should be something we can get into the next release >> one we'll say one of the next releases >> one of the upcoming releases >> next release just >> because I've worked here for a long time >> yes >> next major release >> um oh are there plans This was also from bound. Hey, you got two in there. Are there are there plans to replace the footstep sounds? It sounds the same

  61. 00:48:18

    almost everywhere and does not match the ground and floor often. >> Good question. Yes, absolutely. Um, we're going to replace as much foley as I see fit. I wanted to have weights, correct resonance, the correct surface, the correct sole and and and yes, that is a definite that's one of the systems like I said I'll be looking at. >> This issue is compounded by a bug that I happened to fix just the other week in a in a development stream where the material is convenient, isn't it? The materials weren't being picked up correctly from the render mesh. So, we are now probing the render mesh correctly. We know what material we're on. That fix will be coming in an upcoming release. Okay, there you go. In an upcoming release. >> But because I'm here, it'll be coming

  62. 00:49:06

    quite quickly. Yeah. So, you won't have your feet sounding like you're walking on a piece of cheese. >> It's not cheese. It's metal. >> There'll be metal dances everywhere. >> Uh, somebody in the chat, uh, Bluesm says, we talked about all the different alarms for damage states and stuff. Like, Jared, ask them about self-destruct audio alarms. Dare you. Do we still do self-destruct years ago? >> Yeah, I don't think that I don't think that they they play anymore, but you you got that that that that classic, you know, you know, Star Trek thing where you set the self-destruct and you you just got the this ship will self-destruct in. Although, we don't make them wait like five minutes to self-destruct their ship. So, an audio alarm for that is going to be pretty quick, >> you know. But, but yeah, >> we should we should resurrect them. We should, shouldn't we?

  63. 00:49:52

    >> Yeah. Yeah. >> Well, people are paying good money for these ships. Why Why would they want to blow them up? Exactly. Why would they want to destroy them? >> I mean, you know, it's one of those things, you know, I wouldn't mind, you know, if you if you need a voice for that. Like that's one of those ones I wouldn't mind to volunteer, you know, just like if somebody sets it up and just you just hear my voice screaming through the noise system. Hopefully, you know, going to blow the Run. >> Only if it's in a Cockney accent. Jared. >> Yeah. Do you cockney accent? >> No. >> Oh, Miss Poppins. Oh, no. That that that's that's my that's my self-destruct voice and I've now offered it. You can you can you can set it to voice attack or whatnot. And when you use your self-destruct, you're welcome to play that. >> Okay. umbrella. >> I'll use my one swear. I got to be on the watch for the next few minutes. Uh

  64. 00:50:40

    Viper says, "Currently, the sound of a Polaris or an Idris hovering over the ground is almost silent. Will we see improvements to this aspect of audio as sometimes we walk outside a location and there's just a big hovering Polaris and I didn't even hear it because it was almost silent. >> I mean this feeds into the engaging with the flybys. >> Uh the short answer is yes. >> Yeah, we were talking about it just this morning again. >> Yeah, but we you know obviously the weight and you know but I mean feed more into that question. Yeah, we need to we need smarter ways to tie into that context so you get the whole kind of >> brown out, white out hovering experience, but in a way in which it's not paralyzing if loads of people decide to hover around your where you are outpost or whatever and it's just completely dominating. So, we need to be smart about how we do it. But you

  65. 00:51:28

    absolutely want to hear that the weight and presence of that above you. >> Yeah. Plus the war horns. >> Wamp war. >> I don't want this all to be about yes we are. Is there one where I can say no? Uh >> yeah. Blues ming says love when I have to force Jared to ask the question that needs to be asked. >> You don't force me nothing. >> I do what I want. Here. There we go. Here we go. You want to say something? No. Should I ever ask another Blues Mix question ever again? >> Nope. >> There you go. Done. A well balanced interview. Great community engagement, Simon. >> I can't ever ask a question. Jared will never say my name on stream. What? What's wrong with your name? Bindy Rover. Oh. >> Well, you said it.

  66. 00:52:16

    >> You fell for it. >> Didn't touch me. >> I wish that was a bit I actually did fall for it. >> Did you? That's what I was saying. I wish I wish that was a bit >> well you've used your one swear now Jared uh Achilles sticks says will music work for groups eventually like traveling the pyro gate it's not it so it's not only the pirate that hears the music >> uh yeah absolutely so uh unfortunately we're quite rushed on the jump point music design for that uh jump points was was a whole Um, ideally the music experience should be for the ship and all the occupants

  67. 00:53:04

    inside that ship because you're all experiencing that together. But I think at the time we had to tie it to uh are you flying the ship? >> I think a lot of the logic is is associated with the ship pilot and then like anyone who is a passenger is both you know actually a passenger and you know metaphorically as well in this sort of sense and and I think we just need to yeah be able to figure out how to hook them into that. Yeah, we've got future improvements planned. Uh, they'll come in a release soon. >> Um, we can probably fit two or three more in. Uh, sheep just got real. Says, "Are there any interesting stories behind the creation of some of the sound effects used in the verse?" >> I've got one. >> Yeah. Yeah. You got Yeah.

  68. 00:53:51

    >> Yeah. Um, so because I've been here for so long, um, I've been very fortunate to have >> It's been 84 years. Uh I've had two beautiful children. Well, not me. My wife has. Um but um I took the the heartbeat of their their pregnancy scans. Um and I put uh my eldest son on one of the hospital monitors um in one of the hospitals. Where is that? Not sure which which location it's in. And then the younger baby, their their heart beat is on one of the other ones. So they live in the game, which is pretty cool. >> Cool. I like like he said, I have two beautiful children. Oh, well, no, my wife does. You don't No, no, she gave birth to them. I didn't have them. She She did all the all the hard work. Um, and lastly, uh, I lost it. There it

  69. 00:54:39

    goes. Uh, Warhead 64, what can the community do for you to make your job easier? >> Tell us what you want. Communicate with me and us. >> You're going to get so much communication. >> I don't mind. I want communication. It's a two-way street. >> it's a two-way pipeline. So, yeah, communicate with us. Reach out to us. I'm here to when I've got time, I'll want to engage with you. I don't want there to be non-engagement. I think engagement for me is a great, it's a great creative tool. So, you know, I want to be, you know, and my ears are no better than your ears than, you know, what you hear. Um, I want to hear what you're not hearing. I want to hear what you would like to hear. you know, all of these things are valid creative observations. So, you know, reach out. >> I mean, we're we're fundamentally making

  70. 00:55:27

    the game for the community, for the backers. >> Uh, as we're building the team, we're going to be put more time into being on Spectrum and listening to what they um what they like, what they don't like. Um, but I would ask, please do shout about any audio issues that you come across. Uh, because a lot will will swing past us and we won't catch them. Even our talented QA team won't catch them because we can't test every context there is. But as soon as there is an issue of like a ship stops making a sound if if we've not caught it, please just shout about it and we'll get >> bugs. Bugs, you know, we're not we're not deliberately planting bugs. Bugs are an inevitability of development. You know, we're in alpha. We you know, it's a deep it's a deep game. I mean, you know, we will fix things all the time. You know, we're there to fix the bugs and make things better. is that we're

  71. 00:56:15

    not making you trip up deliberately, but yeah, obviously like Phil says, you know, reach out, but we have, you know, a dedicated QA. We've got a department, you know, searching all the time to fix this stuff. Um, and we're doing it. >> Chat is asking how do they reach out. I'm going to So, obviously, Spectrum, you know, post on Spectrum, the Ask a Dev threads, you know, sub forums, but I'm going to encourage you because Simon doesn't know what he's getting into this his first his his first show here. I'm going to encourage you to send mailed letters to Simon Gershon, care of Cloud Imperium Games, 6 Goodsard Street, >> Manchester, United Kingdom. M3 >> 3BG >> M3 3BG. Uh, send your letters. I will ensure that they get to his desk and and and and the next time he's on this show,

  72. 00:57:06

    I want to see a I want to see a mail. >> I will bring Phil Simon's sack. >> I've already got a sack of sound. I need a sack of mail. Don't do joined up writing. I have difficulty reading nowadays. >> Me fill Simon's sack with mail. >> Yeah, within reason. >> You think it's a Simon will love that. >> I will. Sorry. But give me, you know, give me a little bit of space. I do need to develop a game here as well, by the way. >> Well, that's the beauty of the of the of the of the physical mail. You can open it accent slip out. >> You can take it home. >> Read it on the train. Whatever. >> Can't do if I look for all these letters. >> Yeah. All these letters that the fans like. >> Right. >> All right. Uh I'm I'm ask >> That's not the end.

  73. 00:57:52

    >> That's That's the end. That's it. Congratulations. Uh you survived your first SEO. It >> was fun. Yeah, I told you it'd be okay. I've I've never lost a developer yet. >> That's That's not exactly true. >> But but but you know, overall overall my uh my my uh my track record's all right as far as people going back. Usually they yell at me, not the people who were in this those chairs. Um Oh, I do want I'm going to do one more thing though. I'm going to do wee woo sounds. We we we got ships. We we we we we got we got like Terrapin medics. We we we got cutless blues. We we we got we got uh we got the uh the Apollo's coming uh before the end of the year. >> Um we woo sounds good. >> Oh, what? Get some siren sounds.

  74. 00:58:39

    >> Sirens. Yeah. >> Be be able to >> Should we pop one in somewhere just for you? When's your birthday? >> What's your address? >> I won't tell you where to put it. Yeah, but it just it just, you know, it's it's it's always I'm I'm, you know, we're trying to get, you know, the flashing lights and everything on like like the the the police vehicles and the medical vehicles and whatever, but flashing lights only take us >> all right only take us >> a star siren. >> Yeah, Star for Jared. >> Ty into VoIP and get like a megaphone on the front of your ship. >> Are we going to commit to this? >> Yeah, why not? >> Yes, we will. >> And it come into a patch >> quite soon. >> Soon. Yeah. I love my job. >> Smile of a happy person. >> All right, folks. That's it. Thank you for watching Star Citizen Live. Uh don't

  75. 00:59:27

    forget uh that ship showdown uh is coming up. When does it start? >> Uh 29th of July. >> 29th of July. Uh it's your chance to to to do a bunch of like arts and crafts things. Sometimes people uh uh uh sing songs. They had a song about what was it? The Pisces. >> It was Pisces song a couple years ago. uh they made everybody listen to that in the office uh uh uh pretty frequently when that happened. So if you you don't have to do that one, but you can do the other stuff. You're welcome to do the other stuff, but uh it's your chance to vote for which which ships are most popular and then we do a big sweet 16, a final eight or something like that and then you can vote and then we get they get they get cool paints and the ships come back for promotion stuff and everything. It's it's pretty cool. It's one of the one of the more fun things that where the agency is entirely in the

  76. 01:00:15

    hands of the community. So check keep an eye out for that. There'll be a post with all the rules and stuff like that when they do that stuff. So for Star Citizen Live, I'm Jared, that's been Simon, that's been Graham, that's been Phil. Thank you so much for taking the time to week for being here. And yeah, uh we'll see you uh next time on >> Star Citizen Live. >> Round the verse. No, we don't >> around the verse >> inside the round the verse >> inside the around the verse. >> No, no. Thank you, Jared.

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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