SamuKata
roadtovostok
roadtovostok

patreon


Dynamic Ambient (Question)

Hi!

One feature that has had very little exposure was that Dynamic Ambient thing which generated random SFX ambient sounds around the player based on current area and TOD.

The Minefield is probably the only map where you won't here any of those because the loud helicopter but in other maps there should be bunch of new sound cues and audio happening around you, especially in Vostok where you should hear bass-heavy explosions at the distance etc.

I think there's 2 main reasons why it has been kind of hard to recognize these:
1. They blend quite well with the normal ambient loops
2. The event rings are too distant, meaning the dynamic ambient volume is too quiet.

Just quickly wanted to ask if someone of you notice any of these new sounds?

I will probably anyway pump up the dynamic ambient volume (or place the event rings closer) for this upcoming first demo patch.

ps. Through this dynamic ambient, there should be around 70 new ambient sounds in the current demo, I can recognize them as a developer, but they are indeed quite hard to notice.

-Antti (Developer)

Comments

Ok. So after like 10 hours of playing this build I noticed some things. Yes the ambient sounds except the birds singings might be too low. I only noticed something different only in Vostok. If there are some different sounds on the backround they are not noticable. The backround music scale should be wider. The lowest music option might be still too high imo. Or as you might know it should be dynamic at some points. The items that are not in cratates etc. are sometimes glitching and maybe that is just me but when I kill an enemy the items scatters around instead of the items being "inside the body". Also I would not think that walking even slower would not be too much of a hassle at this point. Like the pace the enemies cannot hear you. Also there should be door or something for the first trader guy. It sucks when somebody is shooting you when you go for shopping. Ja sama suomeksi. Todella nautinnollinen kokemus silti. Ps. Also would the pause option be possible?

BlackVomit

I agree. Hard to locate, where the shots come from and can be quite loud even if shot from far away.

Niklas Lehtola

I played like 4 hours yesterday. It was amazing, but I thought my phone vibrated many times because of notification, but it didn't. Also thought one of my kids (9mo + ~3yo) was crying, but really those must have been ingame sounds 😅 I am not sure tho.

Niklas Lehtola

They definitely are subtle but noticeable. They add to the nature’s immersion in the game. Great addition 👌🏻 Could be just me, but the directional aspect of them has been kind of hard to notice, but it’s there

Antton Eskola

They definitely are noticeable and add to the atmosphere, especially in Radar. I personally think this is one of those secret spices of a bigger picture that shouldn't be made super noticeable, otherwise you risk it starting to seem really artificial. We tend to be good at tuning out seemingly natural atmospheric effects like birdcalls, shuffling clothes, wind noises and all, so to an extent the fact that there's not much talk about it can mean that you've done a really good job with it. If it wasn't enough, people would notice, if it's turned up to 11, people will notice it more. The ambient SFX is noticeable if you're listening to it and the soundwork is pretty damn solid overall. Good foley/SFX tends to be the not-so-silent silent hero.

Mello' Mike

I am not sure. Need to play the demo today and see if I can notice them.

BlackVomit

I’ve heard many new sound queues. Between the backpack jingle when over a certain kg. Birds and what I think are some sort of dog howling (could be wrong on the animal on that one, I mainly hear it in village). Maybe another option would be to separate the option to raise and lower sfx such as guns footsteps, item interactions and doors opening from ambient noises that are in the background. Giving them their own volume meter letting the player adjust them for demo purposes could help you see the preferred volumes of most players. Could even do a poll for the community to give their input to see what their preferred volume ranges have been for every option available. So then you could use that data to adjust it overall and implement a solid foundation for all volume queues. Then could go back to every sfx being adjusted under one meter rather than having multiple meters. I hope that made sense. It sounds better in my head but may seem to be a pointless option in the perspective of a developer

securityCase

For me personally the dynamic ambient has been quite subtle, to the point where I maybe haven’t even heard certain noises that were actually playing. I think there is a value in this subtle “natural” ambience, but it could also probably benefit from some tweaking just to make the dynamic ambience more noticeable and worth the effort. The EQ may play a big part in that!

Fonzi

I will try to listened to them in my Studio tomorrow and give Feedback. As a Tip: Sounds dont Always appears better through loudness. You can EQ them to make rooms for them. This depth Grading make them clearer even If they are quiet. If you have too many Sounds in the same frequency range, you will become Problems with the perfekt Mix and will Always Just pump Up the Volume.

Patrick W.

If the birdcalls are part of the ambient system, those can be fairly loud. The rest of the random ambient sounds may be a bit quiet in comparison, so some balancing might be good. I do like the distant explosions in Vostok, but radar is overall very quiet compared to the other areas. That creates an eery atmosphere, especially with the contrast when coming in from minefield, but bumping up the rare random sounds might make the soundscape more interesting.

Henry Carlson

So, I noticed a few, like some birds, but I must admit they where not as "present" as I thought/hoped they would be. Especially in vostok I never noticed ANY explosion, I just thought they weren't in the pool or something.

TastyMilk


More Creators