Audio Dev Letter – Forum Discussion - June 24, 2024

Discussion in 'Official News and Announcements' started by Mithril, Jun 24, 2024.

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  1. Mithril Community Manager

    Behind the Scenes: Making Audio for PlanetSide 2
    For this month's dev letter, we wanted to give you a peek into what goes on when making new audio updates to the game, both when it comes to sound effects and music.

    Starting as a new audio team on such an established franchise has been very exciting, while at the same time there’s been a lot for us to get into. Initially, we spent a lot of time playing the game and reading through player feedback on the forums and Reddit.
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    This turned out to be very helpful in both establishing what we would value ourselves, while also learning what you, the players, would like to see happening to the game. At the end of this dev letter, we have also provided a survey which if answered would help us to work even more toward what our player base wants.

    Bug fixes and optimization
    Our focus so far has mainly been on bug fixes and carefully updating existing sounds. This has resulted in updates like fixing audio/animation desynchronization issues, and a larger fix for weapons that would spam multiple sound cues when tapping quickly.

    Our most recent submission is a potential fix for the big audio dropout issue. This has been on our radar since the beginning, but since the issue has no clear reproduction steps and the only place we seem to encounter it is on a large and populated live server, this has been especially complex to debug and test.

    So far we have increased the channel limit, which allows for more sounds to play simultaneously, and we just made a system that resets the sound system on every loading screen. Hopefully this will help, but if not, we will continue trying what we can to solve it in future updates.

    Music updates
    We take part in working on the regular updates with the rest of the team, so we’ve had our hands on every new weapon or skin that gets added with new sounds. But one of the inspiring elements for us is adding new music to the game.

    Our latest work was for the franchise anniversary, but we have also tested the waters with various Sanctuary themes, including the updated Halloween and Auraximas versions you might have heard of in the last 6 months. Next, we are also trying to produce something nice for the November anniversary!

    In the coming period, we are working on getting our new soundtracks up on YouTube, with the first example being the PlanetSide Anniversary Remake:

    One additional area we are considering looking into is the NC music, also potentially tweaking some in game tracks. There is more to come in this area, and depending on your feedback on the matter, we have a few different paths ahead we might choose.

    A modern homage to the early days
    One of our philosophies on this project is to look back with respect while taking advantage of modern technology and techniques. One element we really like from the early days of PS2 audio was some of the unique sounds of weapon firing and vehicles for each faction.

    We have done some initial research, and in the future we hope to make certain elements sound more like they did several years ago.

    The modern aspect we want to make use of here is more complex with immersive acoustic technology and mixing techniques. Making busy combat scenarios sound a bit cleaner, while giving the player some more strategic elements for navigating the world through sounds.

    This will of course not be made in a hurry and is quite complex to dig into, so expect minor updates to begin while we monitor your response on the matter. Our goal is to improve your experience while maintaining that great PlanetSide feeling many of us enjoy.

    General improvements
    Besides the points above, our day-to-day also consists of many general improvements. When working on these, we choose an area and try to work on it systematically. The first step is to break it down into categories, start testing and make a list of improvements containing both creative and technical fixes.

    After doing this with weapons for a long time, submitting various updates you might have seen in patch notes, we have just started to move our focus over to vehicles.

    If you have any thoughts on areas that could benefit from projects like this, never hesitate to let us know on the forums - we try to account for as much data as possible when we make these decisions.

    Conclusion and survey
    As we learn more, both from our own experiences and hearing what you, the players, write and how you react to our updates, we hope to be able to provide some great updates that will make your experience on Auraxis as good as possible. Below you can find the mentioned survey, and it would be very helpful to us if we could get your input submitted in this!

    The first part of this journey has been very exciting for us, and we thank you for continuing to be engaged in the game, both on the battlefield and with keeping the community active.

    PLANETSIDE 2 AUDIO SURVEY

    - PlanetSide 2 Team
  2. HardButt

    Thank you for the update. Sound is quite an important part of the PlanetSide experience. We appreciate that you are getting to know the game (and hopefully enjoying it) as you work to expand and improve it.
    • Up x 1
  3. Amador

    Going to chime in and cherry-pick the topics of interest or relevance. I'll make it as cut and dry as possible.

    Yes... I understand how the Audio Department is going to want to work on music. However, out of all the concerns this game has, music is by far the least important. I say this simply because most gamers at this point turn in-game music off, and would rather listen to their own third-party genre of music while playing.

    If it ain't broke, don't fix it. Find something else that players can directly benefit from and enjoy.

    Despite my harsh criticism above, I wish to offer a compliment to their redesign of the M20 Basilisk, G40 Ranger and Skyguard sound effects. These quality-of-life improvements were wholly unexpected when I first encountered them on the PTR.

    Matter of fact... The SFX redesign during the Sunderer Update wasn't even mentioned in the notes. I am glad I noticed them and offered praise when I had realized they were introduced.

    Although I had offered praise in a previous thread regarding the SFX, but I'll offer it once again. Excellent work, they sound great.

    There is a dilemma to this request... Many weapons, particularly vehicle weapons, require a redesign or revamp. Why make new weapon sounds and then have that weapon feel the same or obsolete?

    Keep in mind this is but a few examples from many weapons in PS2 that just feel unremarkable.

    - - - - - - - - - - - - - - - - - - - - Examples - - - - - - - - - - - - - - - - - - - -
    The Hellion G20 Nosegun for the Valkyrie.
    • Yes, the audio redesign sounds better than it once was. However... Very few Valkyrie pilots use it. Why? Because the damage, range, low projectile velocity and exposure time remains dismal as it always has.

    • Result? Every Valkyrie pilot continues using the Valkyrie Pelter Rocket Pod. Why? Because the Hellion G20 still feels underwhelming even if the Audio team did work upon it. Behold, a half-baked potato.

    The M20 Drake Tailgun for the Liberator.

    • The M20 Drake had its sound redesigned recently alongside the M20 Basilisk. Although I am pleased with its new sound, the problem is... it remains the same old M20 Drake Tailgun. The M20 Drake is a single-barrel heavy machinegun. There is nothing overwhelmingly remarkable or exciting about it for those who use it... And that's the problem - a gunship should feel like a gunship.

    • If I was a Dev... I'd take the M20 Drake Tailgun for the Liberator, replace its model with the M20 Wyvern (from the Valkyrie) and give it explosive ammo like the L-24R Spur Maingun for the Liberator. Why? Because the Liberator isn't a solo vehicle. The Liberator is a crew-served vehicle which is ideally utilized through teamwork and the M20 Drake Tailgun remains underwhelming despite the improved sound effects it has obtained. Once again... A gunship should feel like a gunship.
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    Oh... And my last bit of advice for the Audio Department...

    Before you create or edit any sound... First check to see if it has been in existence since PlanetSide 1. If the weapon existed since PlanetSide 1, take the essence of that original sound file and try to recreate it as much as possible in good taste in the modern era.

    After all these years, many weapons are unrecognizable to the unique sounds of their predecessors - a failure upon former Dev's.
    • Up x 4
  4. rsonny

  5. Hawkseye501

    These are sound guys, not core gameplay dev guys.

    They are employed regardless, and are attempting to refresh the game in the areas of their expertise - you know, audio stuff? Not core gameplay dynamics.



    I've listened to the in-game music since 2012. I have on occasion listened to third party music but it's not often. I'd welcome a music refresh, especially for NC.
  6. Noivad

    I like the sound updates that the sound team has made with the weapons. Most of them sound a bit richer. Some maybe even a little more realistic. As far as the music soundtrack you made it nice. Sounds great. However when I play I prefer to hear the pitter patter of the feet of my enemy, the sounds of the infiltrator turning the cloak on and off, the sounds of what weapons are being used in my Area of Operations. In other words the battle sounds of the game. The game music is turned very low to zero most of the time.

    The sounds in the different chats are important to me too. This game needs better communications. The game should force a specific voice level for everyone so they don't have to be adjusted on a daily basis. Make it a server solution not a client one for each coms channel so at client side we can increase/decrease to what we want to hear. I should not have to hit the plus or minus keys to adjust everyone I talk with on a daily basis.

    It is good to see you devs are working on the game and giving more compressive details on what you have done and what you are doing. Thanks
  7. XLWVA

    so yall just took scrapped audio that wrel made but didnt wanna use and then added it now? huh.
  8. VV4LL3

    Considering the roadmap and forums, I cannot find a mass out calling for new audio. Anyone else notice that this was not something people were looking for in recent developments?
  9. RiP0k

    Because FPS or poor Construction interferes with the game. But with old sounds and sometimes its disappearance, it doesn’t really ruin the game.
  10. Amador

    So you guys asked for thoughts... Matter of fact, I've got one for you. Something actually worthwhile. I'd dare say this suggestion is ambitious - an actual project even for the Audio Devs to handle.

    But first, listen to this little story...

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Upon one late night on Hossin at Nason's Defiance, an epiphany had struck me. While running across the open Courtyard outside, I found myself audibly surrounded by enemy gunfire and explosions. Yet, I was wholly unable to discern if the enemy gunfire was around the corner of a nearby wall outside, or simply part of the cacophony of gunfire in the basement below me at the "C" Point indoors.

    That's when the realization hit me...

    ... PlanetSide 2 does not have any form of sound effects for weapons and explosives while they are used indoors. There's no muffling, no distortion and no echo within its buildings, structures and hallways.

    There's no way to audibly tell if the enemy is firing from indoors or outdoors. It is identical with no difference.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    You want a serious suggestion? Well, there you have it. Have the Audio Dev's embark on a project to design a system where whenever players are within a known building or structure, the SFX switches over to indoor audio for a more immersive gameplay experience.

    Even a basic and generalized system would be a noticeable improvement.
    • Up x 1
  11. DesertStorm97

    Its great to see the game getting updated and a good updated while your team learns the game coding,

    Is there anything that can be shared regrading if any of these updates being worked on will make it to PS2 on console? as the game hasn't been updated in a long time.
  12. OneShadowWarrior

    You don't need to reinvent the wheel. Much of the Audio issues PS2 is currently facing is obviously when they switched over from DX9 to DX11. Many of the audio files were simply not updated to supplement the changes.

    #1 50% of the gaming experience is actually audio. If you can't solve latency and performance. Nothing else matters. Stability and playability are imperative points to keep in place.

    Examples:

    -Getting shot at and not even hearing the weapons fire both from infantry or vehicles. Dying instantly from a tank shell and the explosion noise hit after you had already died can be a aggravating experience, same goes with the guns.

    -Sounds stutters as population level increase beyond 48+.

    -Directional sound based on distance and trying to differentiate what is hostile towards you from projectiles can often get muffled and trying to figure out distance of shots from long to close often confusing.

    -Vehicles able to run you over and you never hear them coming till after they run you over or fly over you or at you.

    -A footstep sound system that needs serious updating.

    #2 There are plenty of music scores that can be drafted over from the original Planetside game or digitally remastered.

    #3 Give vehicles and aircraft some balls when your driving them. Screeching of tires at dead stop, better sounds of aircraft on take off, descending, afterburning, clunky tank noises that tanks make such as track noises, magrider hover noises need to be improved.

    4. I've said it for years. Attachments, attachments, attachments. Different barrels with different noises. Why just one suppressor? There should be so many variations. Your dizzy.
  13. lesliehekenas

    i think a revamp on the audio system is most welcome. the two gentlemen above described quite nicely the issues, it's pointless to enumerate the same thing. directional sound was always trash, hopefully the new guys do better.
    • Up x 1
  14. Ltuuut


    Because in the game, the sound travels right through the walls. An explosion above you would feel like an explosion near you, rather than a vibration from the ceiling with the muffled sound of explosion. Every sound whether it's a voice or a gunshot feels the same if it's above, near or under you despite the thickness of the concrete between you and the source of the said sound.

    And I do agree with you, my dear Amador, if the sound team would like a challenge, here it is, right there - sound physics.

    And I also join myself to your complements : skyguard and basilisk sounds were, indeed, an improvement, at least for my taste.
    However, seeing the way the updates are done, I'd say they were a lucky strike.
    • Up x 1
  15. karlooo

    When will you guys look into the bullet impact and explosion sound effects?
    For attempts to improve immersion? To amplify the sounds of war. The underwater sound effects may give an idea here.
    You know, rather than making a random gun go dee dee, instead of doo doo.
    Though this request won't be easy, it may take multiple updates and it'll never be perfected.

    Oh yes! And engine sound effects, I see some bring it up here... That should definitely be looked into. Hearing engine sounds more clearly will definitely add to gameplay.
  16. charloon

    The cheating on the Asian server has become rampant, seriously damaging the normal gaming experience of players and causing the vast majority of people to retreat. The Vanu camp even has less than 100 players online during prime time. You must start taking action now, otherwise this game will be completely destroyed soon.
    I have a way to limit cheating to the maximum extent possible, as long as you have the ability to implement it. You can set up a voting and kicking program, where any squad leader from any faction can initiate a vote to kick a player suspected of cheating out of the server. Then, the most recent hour's data of that player will be displayed to all squad leaders with 6 or more teammates in all factions. The squad leaders will decide whether to kick out the suspected player. Once the approval rate exceeds 60%, the suspected player will be kicked out of the server and banned for 24 hours for verification.
    This method can completely restrict high-profile cheaters.
    • Up x 1
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