Soundscape

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Rikharthu

FNG / Fresh Meat
Jul 1, 2009
128
1
0
I often find that sound is more important to immersion than sight...so here is my list of suggestions for audio awesomeness, in no particular order (some have been stated before)

- No in-game music. No, not even the option. TWI shouldn't waste time/money on this.

- Voice proximity is a must for both voice commands and active chat. I'd like to know how far away and in what direction someone's speech is. Have it for enemy voices, too, but instead of hearing what they actually say (in the case of active voice chat), you'd hear random recorded speech in the correct language.

- I'd rather not have the radio system where everyone can speak freely to eachother...it's just not realistic, and I'd like there to be an advantage to sticking close to your team mates. Also, the radio system subconsciously creates a layer above the grit of war which takes away from your sense of 'being there'. Just yell into your mic if you want someone far away to hear, lol... but there would still be tank to tank communication through radio.

- Realistic voices. Ostfront's were pretty good. Essentially, I want them to sound like what they really would've sounded like, not like the stereotypical German/Russ people hear in American movies. I don't think they would mess up on this, but it should be mentioned.

- Voice variation. Sound fatigue closes in quickly when you hear the same recorded voice over and over. I don't think it'd be too hard to record 5 to 10 different people saying each command 3-5 times each (EDIT: with different phrasings), at least for the most used ones (they're only like 1sec each). A random batch of sounds recorded from a single person would be assigned to each player on spawn, so a player's voice does not magically change.

- Sounds should sound different depending on where they were made. Rooms should have some echo. Sounds behind doors/walls should sound muffled. A gunshot on the other side of town should sound different than one next to you (not just the same sound at a different volume). Et cetera.

- Dropping weapons/casings/empty clips on different surfaces should make different sounds.

- Better gun sounds. The current ones are good, but don't seem to have the right low-end frequencies to them (esp. the G43). Just take a trip to an outdoor shooting range with good quality recording gear handy, if you didn't do that with Ostfront.

- Being too close to very loud sounds should temporarily make your player lose a bit of hearing, with ringing in the ears. (EDIT: also, being in a tank that is hit will result in a slightly more dramatic stun/shock effect)

- Lots of random yelling, especially when injured. If a player is effectively dead, they should scream (loudly) in absolute agony (EDIT: a random chance of this happening, maybe around 25%), until they respawn or someone finishes them off. Ya know, crying for the good old days or their mother or about random things if they're delusional. They should record as many of these as they can.

- A slider bar for volume balance. With it all the way to the right, normal sounds are brought up to just under the level of weapon/explosive sounds. With it all the way to the left, all sounds are realistically proportioned (weapons/explosives are MUCH louder than, say, footsteps). Most games have the balancing fixed, which is rather annoying if you want to turn your volume up (I want gunshots to blow my eardrums out, not a voice command).

- Have normal sounds realistically proportioned to other normal sounds, and weapon/explosive sounds realistically proportioned to other weapon/explosive sounds.

- Have lots of little things like rustling of leaves/grass, chirping of birds on non-deep winter maps (before shots are fired), and wind passing your ear. Details make the difference. (EDIT: also stepping on leaves and snow and such)

- Have someone put on a full uniform with all needed equipment, including a rifle and ammo, and some non-active grenades (this game can get done without any casualties), and have them run around. Take note of all the sounds of things jiggling around.

- Have sounds for actions like changing stances and bringing your weapon up to your shoulder (sling locks rattling around, etc).

- Tanks need to be louder. Everything...the engine, the tracks, the guns.

- Have sounds from nearby/semi-distant fighting (I wouldn't think that just one group was fighting at a time in such a big battle).

- Detail and variation is key.

Take all of this and add it to a detailed, dirty, dusty, foggy, gritty, smokey, miserable, depressing environment and you've got a hell of a game.


...hopefully the engine (not to mention our computers) can handle this :D
 
Last edited:

Ralfst3r

FNG / Fresh Meat
Nov 21, 2005
3,041
293
0
39
The Netherlands

barakas

FNG / Fresh Meat
May 15, 2009
402
210
0
agreed.

Especially about custom sound balancing.

I know there are lots of people who prefer everything to be around the same level, and others who want gunshots to be realistically loud compared to footsteps.

Also varied voice commands ftw. Nothing breaks immersion like hearing a bunch of people talk in exactly the same voice.

And not just have a different bunch of guys recording the voices, but also have different lines for each command. So instead of just "ARTILLERY!", there could be variations for "WATCH OUT! ARTILLERY!" etc

Also what would be good if there were multi purpose voice commands,

like a "LOOK" command, if you use it while looking at an enemy tank it would play the sound for "look out, tank!", or if you are looking at a window "over there by the window!"
 

Makino

FNG / Fresh Meat
Dec 9, 2005
576
86
0
Brazil
www.hitconfirm.com.br
Agreed too, but i think they need in-game music for the SP campaign.

Moreover i will love to hear some real musics / anthems that were played that time into the game. At the loading screen or some scene at the SP.
 

Apos

FNG / Fresh Meat
Dec 3, 2007
1,749
1,436
0
Europe
www.enclave.pl
I don't really care about music ingame (always turn it off), so that what has been written by Rikharthu is absolutely right. I bought a UT3 game and i can admit the sound system is v. good and can handle with yours suggestions.

I'd also add stun/shock sound when tank crew get hard hit, but don't die, tank don't explode and is still functional. I guess it refer to this "- Being too close to very loud sounds should temporarily make your player lose a bit of hearing, with ringing in the ears."

It's good list of the things which can bring something insane to RO:HoS :)
 

skittlesareyum47

FNG / Fresh Meat
Jun 29, 2009
707
246
0
"- Realistic voices. Ostfront's were pretty good. Essentially, I want them to sound like what they really would've sounded like, not like the stereotypical German/Russ people hear in American movies. I don't think they would mess up on this, but it should be mentioned."

i dont know what u are talking about, can u clarrify that please?

"- Being too close to very loud sounds should temporarily make your player lose a bit of hearing, with ringing in the ears."

even if its realistic i can't even imagine how annoying it is. it is a good a idea but still.

"- Lots of random yelling, especially when injured. If a player is effectively dead, they should scream (loudly) in absolute agony, until they respawn or someone finishes them off. Ya know, crying for the good old days or their mother or about random things if they're delusional. They should record as many of these as they can."

what if it is a headshot?

overall i gotta say good ideas just one or 2 need either revision or something but even they arent that bad. and i do agree sound is much more immersing than sight. i have one idea:

youre footsteps lets say in snow it gets that almost like a crunch thing, dead leaves crack, mud u get that sound (but i think ro already had that one), stepping on broken glass, ect, ect. Also in response to the "scream into your mic if palyers are far away" and such, for voice commands like what ro has now, u can have something like, "can anyone hear me" or "is anyone there" in wisper and shouting, hey theres another idea lol, can voicecommands also have the option to wisper? (unless in tank)
 
Last edited:

Rikharthu

FNG / Fresh Meat
Jul 1, 2009
128
1
0
@ Makino: I'd rather not see the RO SP campaign be dramatic and movie-like...it's what sets RO apart from the rest. And if they have to have menu music, it should definately be era-correct.

@ barakas: Good idea, phrasing changes too.

@ Apos: Yes, and the stun/shock effect would be much more dramatic (I would imagine)

@ SiC: Only to a realistic level.

@ skittles...

Yes, of course no scream if hit in the head. I'll edit that in.

Well, one of the first things I noticed in RO was how the voices were different from pretty much every other game I've played. They always seem to try to make the Germans sound "funny" (ya know, they're evil Nazi bastards! Kill 'em all! ...sarcasm if you didn't notice...) They rarely get the Russians right also. Too dramatic or something...

Some game (BF2? Americas Army? I forget) had the deafness/ear ringing feature, and it didn't bother me at all. As long as they don't over-do it, it should only add to your sense of oh-snap-I'm-gonna-die-ness.

Being able to whisper is a great idea. They should also throw in yelling at the top of your lungs (sorry voice actors :D)
 

Covington

FNG / Fresh Meat
Jun 22, 2009
11
0
0
Agreed on the Dying Screaming

Agreed on the Dying Screaming

Some people don't like the idea of the dying screaming because it might get annoying but it's realistic. It would be good for a team mate to hear them so they could drag them back to help (Medic Station?) Therefore they could respawn. Not on topic but maybe it wouldn't result in loss of reinforcements.
 

kapulA

Grizzled Veteran
Jan 4, 2006
2,238
405
83
31
Croatia
Bit of thread necro, but oh well, the thread deserves it anyway :)

I'd just like to add a rather simple idea - a thing that's great for ambiance is the sound of rain falling you hear when inside of a building - I'm not sure whether RO has this but it really makes the scene feel more atmospheric when you're all alone in a some sort of building, waiting for the enemy and just hearing rain drops fall on the roof above you and the ground all around the house.

Sorry if the post's a bit incoherent but I am at a loss of words to describe this the way I'd like to.
 

Ralfst3r

FNG / Fresh Meat
Nov 21, 2005
3,041
293
0
39
The Netherlands
Bit of thread necro, but oh well, the thread deserves it anyway :)

I'd just like to add a rather simple idea - a thing that's great for ambiance is the sound of rain falling you hear when inside of a building - I'm not sure whether RO has this but it really makes the scene feel more atmospheric when you're all alone in a some sort of building, waiting for the enemy and just hearing rain drops fall on the roof above you and the ground all around the house.

Sorry if the post's a bit incoherent but I am at a loss of words to describe this the way I'd like to.

Worst... idea... ever!


















I like it.
 

SiC-Disaster

FNG / Fresh Meat
Dec 16, 2005
4,890
679
0
35
Netherlands
www.tangodown.nl
Not really i think, the rain is pretty soft in Krasnyi.
One of the mp maps in Chaser did it very well though i remember, when standing under a tin roof in the heavy rain it sounded very real.
 

kapulA

Grizzled Veteran
Jan 4, 2006
2,238
405
83
31
Croatia
Doesn't Krasnyi have that?

The only map that came to mind when I was thinking about that was Kras, but from my recollection, and as Sic stated, the rainfall sounds were rather quiet and soft on it. I could be wrong though, haven't played it in ages :)