over 5 years
ago -
Hunt: Showdown
-
Direct link
Transcript (by Youtube)
3s | [Music] |
---|---|
10s | [Music] |
18s | [Music] |
38s | [Music] |
45s | [Music] |
62s | [Music] |
78s | [Music] |
90s | [Music] |
120s | [Music] |
137s | [Music] |
167s | [Music] |
184s | [Music] |
203s | [Music] |
210s | [Music] |
218s | [Music] |
224s | you |
239s | so far and audios definitely yeah one of |
242s | the biggest things calm comments and a |
246s | lot I was it complicated okay but that's |
250s | why we're gonna talk about it and we |
251s | have three gentlemen in the couch if you |
253s | guys could introduce yourself real quick |
254s | let's start the ends hi guys and I'm Flo |
261s | facin I'm audio director on hunt and I'm |
264s | Lucas and I'm jr. audio designer okay |
268s | and what are in short a little bit what |
270s | we're gonna talk about today we've got |
273s | to start like talking a little bit about |
275s | the concept of what we thought in the |
276s | beginning of hunt about the audio scheme |
280s | then Jonah's gonna show a little bit |
282s | about the actual design how we how we |
285s | actually do a sound and then I think we |
287s | pretty much take it from there for |
289s | questions exactly and maybe we serve a |
291s | really excited announcement at the end |
293s | but uh we'll keep that till the end yes |
296s | if to watch all of it so yeah let's get |
299s | started with a presentation together for |
302s | us where we'll just go through so let's |
304s | just go to the first slide yes please |
306s | so so for hunt in the beginning we we of |
310s | course had a so called high level |
312s | concept you you can read a little bit |
313s | the text there it's it's of course a bit |
315s | market English so of course we we trying |
318s | to you know make people understand what |
320s | we're doing without playing a sound yet |
321s | but the overall goal was to really have |
325s | audio as a center part of the whole hunt |
328s | experience and that it's really likely |
331s | that you need it there you have a |
332s | tactical advantage and that everything |
334s | in the world emits audio so everything |
336s | we hear is actually coming from |
338s | something or someone has created that |
341s | sound in the world it's not like fake |
343s | audio that you hear some arbitrary |
345s | things and it's actually not really |
347s | there so you can go to the next and |
352s | that's basically how we are we think |
353s | about that every sound has kind of three |
356s | components which altogether creates the |
358s | audio experience because in an ideal |
360s | world you just sit there |
362s | you just consume the audio and you don't |
364s | even you don't even notice that it's |
366s | there and just perfectly fitting because |
368s | then we did a very good job so we have |
370s | three things which is feedback immersion |
372s | motion feedback just means you know all |
375s | the time |
376s | what is talking to you what is that |
377s | sound you know is it that door opening |
379s | is it a - aggro is it gunshot we have |
384s | immersion which is like of course it has |
385s | to be in the Victorian era at a late |
387s | 1880s so it's the 18th century it has to |
390s | fit to the world of fund and of course |
392s | if you want to have it emotionally |
394s | touching so everything is a little bit |
396s | larger than life a little bit over |
398s | designed so the gun is extra powerful |
400s | and the hive is extra aggros everything |
403s | is like a little bit on you know push to |
405s | 11 so we create emotional reactions with |
409s | you guys and which hopefully arranges |
411s | through all the emotions people can have |
414s | exactly and then next slide same goes |
420s | for the style we thought in the |
422s | beginning a little bit like okay where |
424s | do we where's our sound sources like |
426s | where do we want to go in our library or |
428s | what what is what is important for us |
431s | and obviously this is where the larger |
433s | the life idea came so we want to do more |
435s | Hollywood blockbuster sounding game it |
439s | has to be this nice ass that's a nice |
442s | sound we make the whole audio for the |
445s | next game will be based on that one |
446s | don't really do whatever I would be we |
449s | should just put this sound somewhere in |
451s | the game just like for a nuance or |
454s | something that just comes looming at |
461s | yeah we should we should pitch that to |
463s | design this is the sound make a monster |
465s | out of that yeah I will be okay yeah we |
470s | wanted to describe the world and so if |
472s | you go to the next slide I think it gets |
474s | more clear so we draw basically from |
477s | three sources we have the decay moment |
479s | which is all the rotten all the stinky |
481s | all the swamp elements where it's like |
484s | okay things things got clearly wrong |
486s | here you know then we have the realism |
489s | part which is obviously you know every |
491s | garden everything is like really it's a |
493s | Winchester it's you know draws from the |
495s | real world also the day I cast in the |
498s | end as well has some real elements to |
500s | that but it's then twisted and then we |
502s | have the supernatural which stands for |
504s | let's say dark sides |
506s | everything which is you know the |
507s | banishing and around yeah it rounded |
510s | let's say mystical part of the game |
511s | there now I'm curious because I mean I'm |
513s | just gonna ask some questions in between |
515s | for example with sounds of like the guns |
518s | do we record the sounds of guns like off |
520s | the actual guns are like how did you |
522s | guys get all the sounds of those well if |
525s | we if we would record all of the sounds |
526s | then obviously we would spend a lot of |
528s | time outside and also cost a lot of |
530s | money yeah but actually if you record a |
533s | real gun and just put that one asset |
535s | into a game then it's not going to sound |
537s | like it's not going to give you that |
539s | real punch like if you hit something |
541s | it's not going to feel great so what we |
544s | do is we use assets from libraries that |
547s | are just yeah I'd say industry standard |
550s | and we take those assets see what works |
553s | we lay at them a lot so we use not just |
556s | one conscient income shot or what we |
558s | don't use the whole part of a gunshot |
560s | not only a transient so the first impact |
563s | of a gunshot and then we use something |
564s | from a different gunshot and lay at that |
567s | hole and pitch it i've known so it |
569s | sounds good in the end also you know we |
573s | make the guns sound larger than life for |
577s | example in some guns they might be not |
580s | only gun recordings in a much explosion |
582s | or like i think to get some texture |
587s | nitro or something have some explosions |
590s | because they're so loud at this part I'm |
592s | pretty sure the nice shot by itself is |
599s | already a lot of layers and depending on |
604s | the gunman there might be gunshots |
605s | explosions animal crowds to make it |
608s | sound really beacon dangerous and then |
610s | we export this into ice and there are |
613s | many different assets as well so |
615s | depending if you should indoor or |
616s | outdoor over distance or we play |
618s | different some files |
620s | okay so if we later wise maybe it sounds |
624s | good I guess that was it |
627s | I guess yeah that's that's pretty minute |
628s | from that side yeah so we can go to the |
629s | next slide so the first one we begged on |
632s | was the feedback so as I've already |
633s | mentioned like the you know the what is |
635s | it where is it what state is it was like |
637s | something we |
639s | we were challenged to get answered |
641s | pretty much all the time in the game so |
643s | regardless you know where you walk |
644s | around you want to always know what's |
646s | happening yeah there's an armored okay |
648s | on the right it's not a crow or like oh |
650s | the birds flew off or someone must have |
653s | to strip them and then work pretty well |
655s | so if you go to the next there's a good |
657s | example so that is that's the |
660s | first-person version I hope you can hear |
662s | the sound yeah that's the first-person |
664s | version of someone running through the |
667s | level and I just let you listen to them |
676s | it's me playing so it's a bit noobish |
698s | so and on the next slide we're gonna see |
701s | the very same scene from someone |
703s | standing on top of the church just |
705s | listening how did he get up well that's |
718s | the advantage of a developer you can you |
721s | have the f3 button makes you fly so yeah |
746s | I think well you all know the game so |
747s | that is pretty much you know the same |
749s | perspective like everything you hear is |
751s | actually has actually happened or |
753s | someone emitted that sound so yeah I |
757s | cast as something we wanna I mean to |
760s | jump on the new set first when we decide |
764s | the first part of the odd-even hunt and |
766s | the first ambience it the sound you hear |
769s | all the time we had a lot of random |
771s | elements happening but they were |
774s | actually not coming from the game world |
776s | itself but they were like random sounds |
778s | and rice and over time we started to |
781s | remove all of them and have every sound |
783s | you hear in the game actually come from |
786s | something in the game so what that means |
789s | is every AI can be actually heard quite |
792s | far so if you have a high standing 100 |
795s | meters away you will still hear her |
797s | scream and yeah uh brings me to the AI |
802s | cast so basically every AI and hunt has |
806s | three stages for audio idle away I'm |
811s | combat when it's idling it hasn't seen |
813s | the player for example the crumbs are |
817s | just breathing and I'm really quiet the |
820s | hive might be |
821s | walking around make her gagging noises |
823s | and sometimes she makes the loud scream |
826s | you hear over the distance and what that |
828s | helps you is you can actually navigate |
830s | through the map by just listening |
832s | because you ran through the world and |
834s | here all left to survive I might win |
836s | right |
837s | I go left and actually challenge her and |
841s | if the AI it shams too if they I cease |
846s | to play a chance to aware and then you |
849s | know or it noticed that a player is |
852s | around somewhere but it isn't running |
854s | towards you yet and as soon as it's on |
856s | combat it's basically attacking you and |
858s | you're in the fight and it was actually |
860s | quite challenging and we spend a lot of |
862s | time to get these three states really |
866s | separated so that you can really hear |
869s | okay that's Ahmad who is aware that Zama |
872s | was idle and now he's in combat so that |
875s | was quite a big task but I think it |
877s | turned out actually really nicely and |
879s | it's cool to hear people say yeah if we |
882s | watch streams and we hear people |
884s | actually walking through the game well |
886s | just because they hear something I |
889s | always get scared when I hear like the |
892s | meathead somewhere did a butchers world |
895s | like something like that butcher is here |
897s | oh wait no yeah butcher steps is faster |
901s | because it's running yeah but they'd |
903s | work really well also with the with the |
905s | transition there's also a fairness thing |
906s | to the player so of course and every a i |
909s | will first like admit a sound and then |
911s | attack right so you have this like oh so |
914s | even if you run backwards you you would |
916s | have this one second to react then a |
918s | grunt omits first like hey I've seen you |
920s | and then he comes towards you that's |
921s | also fair I guess mm-hmm right and of |
925s | course pain and death there's something |
926s | just a game meet so everything you know |
928s | if you take a few deal damage etc that |
930s | of course is to be covered I am one more |
932s | thing that that's also actually quite |
934s | important as every AI and hunt is |
937s | designed to sound quite different from |
940s | each other because you know it's quite |
943s | easy to make ten monsters and have them |
944s | sound all the same yeah but to have like |
947s | a really iconic sound for each creature |
949s | that you hear and then you know oh |
951s | that's too high that's the |
952s | that was actually also quite a task |
955s | until we had like sounds without a lot |
958s | of muted and the leader sounds a lot of |
961s | you say which one did the longest maybe |
967s | a Christian was not here today he did |
969s | the crumbs and I think the crumbs took a |
971s | long time yeah because they were one of |
974s | the first a iesson I made and I think |
979s | first we had to grunts made mostly with |
981s | human voices and later we decided to |
987s | teach up animal sounds and fight animal |
990s | sounds that sound like human voices wind |
992s | up pitched up so you might show what |
995s | Adam will sound like humans but pitched |
996s | up maybe you'll find the tiger and if |
1001s | you play Douglas fast it will sound like |
1003s | you like and that makes them sound |
1007s | interesting because they sound like |
1009s | humans but they actually are animals I |
1012s | mean I'm sure there's some humans that |
1014s | act like animals too then also we had a |
1018s | grand army planned because we knew there |
1020s | were variations in the beginning we had |
1021s | a lot more different grunts in the same |
1024s | leek and then in the end they just got |
1025s | more chopped together so we use the best |
1027s | of all the different variations we had |
1030s | to create the the one grunt set we have |
1032s | right now and obviously the female ones |
1034s | are more similar but they just you know |
1037s | overall pitched up into the to represent |
1040s | the more female boys region I guess it |
1043s | shows very well at the same thing we did |
1045s | to the hunter voices that we have a |
1048s | different sounding set for the female |
1050s | ones in the male ones but they still are |
1052s | supposed to well communicate exactly the |
1054s | same thing yeah sorta same like that |
1059s | balls in search like that oh yeah okay I |
1063s | think we can go dudes next I think I |
1066s | think it's just another example of life |
1067s | escalation so we can just listen to in |
1069s | there you can clearly tell how she egg |
1071s | rose and the egg rolls as well |
1073s | I don't think all good she's just |
1082s | hanging in there no yeah no you bet it |
1090s | takes it run for all right well same |
1125s | same applies to the sound traps I think |
1127s | you're all aware of well the what was it |
1129s | the loudest stick in the world in |
1134s | fairness we tuned it down and not doing |
1136s | the final mix now so we know it just |
1137s | says like okay is it maybe a little bit |
1139s | over the top if you'd like you know I |
1140s | have a whole tree lock being broken just |
1143s | yes stepping on it well it is a crunchy |
1145s | boy but they pretty much work the same |
1149s | way so the alarm cages that if you go |
1151s | for that's an example of the docks I |
1153s | think you're all experienced it just |
1155s | play that one and it's pretty clear that |
1158s | you have different stages there as well |
1159s | and they escalate clearly that you |
1161s | understand okay I'm you know now the |
1162s | idling is to get close sake starting to |
1165s | get aggro and then you still have the |
1167s | chance to back off but if you can |
1168s | consistently go forward or disturb them |
1170s | further they go aggro |
1200s | right I remember the docks taking quite |
1202s | some time as well - oh yeah I can |
1205s | imagine else we compared to that how |
1207s | haunts is very different because they're |
1208s | both there was a problem because we had |
1210s | hellhounds and dogs and it was like you |
1213s | have to make a difference between those |
1214s | two clearly then you don't get mistaken |
1217s | or you know control the wrong conclusion |
1219s | and also they always sounded still too |
1223s | happy in alive |
1233s | that's your example but the guns here |
1236s | the gun stuff we already talked about it |
1240s | well I talked about it too good but |
1242s | layer design is basically what I |
1244s | mentioned that each sound it's not only |
1246s | one shot it's many different sounds |
1248s | layered on top of each other that then |
1250s | get went down to 1 SOT again and then we |
1253s | have variations as they come close is |
1255s | the campus and it's become indoors thick |
1257s | and Ottawa I mean you guys will notice |
1260s | when you shoot out over you will have |
1261s | this nice long tail and that's actually |
1264s | been a category of a different tale set |
1268s | with a sign and when you go indoor |
1270s | you'll have another reverb and exterior |
1272s | tail fades so it's a lot of switching |
1276s | and modulating of sounds that a gun |
1280s | always sounds like the right environment |
1282s | and of course the importance was ready |
1285s | to to group things together so of course |
1288s | people with more hours in to hunt |
1290s | probably notice every gun and the 3d |
1292s | preview thing we added to the menu now |
1294s | of course let you experience that by |
1296s | scrolling away and listening to the guns |
1297s | and various distances but the goal was |
1300s | always to say okay at least the |
1302s | categories like rifle shotgun pistol |
1304s | equipment tools we want to at least even |
1307s | over distance make clear that was a |
1308s | rifle that was a shotgun because |
1310s | is all information you want to draw from |
1312s | your opponent's right you want to know |
1313s | like oh I heard a nitro I think that's a |
1315s | Winchester so you want to have an idea |
1317s | about the equipment they're using and of |
1318s | course that I think that worked pretty |
1321s | well so you can you can distinct that |
1323s | quite well I think the next two videos |
1325s | one is about you approaching a compound |
1328s | of two people fighting and then the |
1330s | second example is about the indoor and |
1332s | outdoor stuff mm-hmm |
1333s | anything to add here yeah one thing |
1335s | we're coming to large tales I mean if |
1338s | you shoot some guns the tails actually |
1340s | quiet long and they last for quite some |
1342s | time but we did it on purpose because |
1345s | every gun you shoot somewhere on the map |
1347s | you hear about a whole map and we wanted |
1350s | to communicate to the players that if |
1352s | they shoot they make a lot of noise and |
1354s | everybody you will so there's a |
1358s | consequence well unless crossbows and |
1361s | silencers of those are made especially |
1366s | it just hit the next one I think it |
1368s | shows a good example of approaching as |
1374s | you can see these recordings who had |
1376s | done a little bit some time last year as |
1379s | we did some presentations no don't give |
1382s | me way just make this especially partner |
1388s | [Applause] |
1404s | yeah and the next one is about this is |
1406s | indoor and outdoor differences i-i'm |
1439s | urgent so there was the second part of |
1441s | our little triangle there and it was |
1444s | just as I said transporting you in the |
1446s | world it has to be well the late 18th |
1448s | century Victorian era so yeah we want to |
1453s | be correct and that goes to the region |
1455s | region because the swamp of Louisiana |
1456s | has some interesting |
1458s | well special elements and the ambience |
1460s | etc I wanted to - of course yeah make |
1464s | real as well and of course we wanted to |
1467s | a little bit have you know support the |
1469s | narrative because of course something |
1471s | terrible happened so what you know |
1472s | what's going on why all these zombies |
1474s | come from where are those but what is |
1476s | the armor it so what does the butcher |
1478s | being original so we wanted to support |
1481s | that pillar a bit without well without |
1483s | actually telling a story and let's say |
1485s | the narration saying like Oh once upon a |
1487s | time so we we were trying to do that a |
1490s | bit so if you hit the video maybe maybe |
1492s | that is explains it better so if you |
1496s | just sit still then you you hear the |
1498s | surroundings and all fields natural but |
1500s | of course it's broken up by those weird |
1503s | animals and yeah so it almost sounds |
1509s | like you want to you know take your |
1510s | vacation there but like a very cheap |
1516s | hotel you booked it's like one just an |
1520s | episode just like our TV programs like |
1523s | AHA vacation of Hell or so and so what |
1527s | do you see here is like debug mode on so |
1529s | it's just showing again the sounds and |
1533s | where they all come from in a you know |
1534s | around you so it's all again proof set |
1537s | it's all built from individual sources |
1539s | what you hear all right and the emotion |
1544s | part is as I said it's like really we |
1547s | wanna you know well keep keep you on the |
1550s | toes you know be be excited when you say |
1554s | soon as we hit the mission you kind of |
1555s | you kind of you know totally hyped and |
1557s | focused and well we basically trying to |
1562s | do have like this high contrast so it's |
1563s | like you know the beautiful environment |
1565s | and the and the weird Apple open it |
1568s | abominations and and creatures and of |
1571s | course we also playing with some psycho |
1572s | acoustic elements as well like for |
1574s | example the rumble which now has caused |
1576s | some trouble because some people never |
1578s | heard it before it's massively lowered |
1581s | now so it's really in the subconscious |
1583s | level I don't think you will notice it |
1586s | and until you have a very good headphone |
1588s | and very carefully listened to nothing |
1591s | else is happening but yeah we're playing |
1593s | with those elements as well to just give |
1595s | you a little bit that shiver down your |
1597s | spine and and yeah you can keep you on |
1599s | your toes it's like it has to be an |
1601s | exciting match and and you yeah you |
1605s | don't want to feel safe right it's |
1606s | always like maybe there's something |
1608s | around the corner but I mean even those |
1610s | sounds are coming from the world itself |
1612s | so yes the the rumble the compound |
1614s | Rumble you only have four especially |
1616s | four points of interest I think if the |
1618s | clue and the compound is taking the |
1620s | rumble also is there a rule to it the |
1624s | rumble is fading it's getting quite any |
1627s | way over time so the idea for the rumble |
1629s | was you enter the compound and you will |
1631s | have to slow rambling |
1632s | to create some tension and if you are in |
1634s | it for a while it will get finalized but |
1637s | yes from feedback from the server we |
1640s | adjusted it accordingly yeah and also |
1642s | the play style you know like we we had |
1644s | we didn't anticipate that players are |
1646s | like so so much pushing so you go in and |
1648s | out of a compound much faster than we |
1651s | originally thought of and therefore we |
1653s | we accepted that okay but we thought it |
1655s | would bring to the game might be really |
1657s | in the way and that's why we lowered it |
1659s | now to to I think to a level where it's |
1661s | it's yet super unconscious like it will |
1666s | give you bad dreams but nothing else but |
1669s | it's actually good to mention because |
1670s | you guys say you take feedback obviously |
1672s | because for a lot of things changes that |
1675s | we have in the game which seems maybe |
1677s | more obvious like weapon changers itself |
1680s | we do change a lot based on community |
1682s | feedback for the audio sure I mean in |
1684s | the past we have changed things to are |
1687s | the sound for like when we would throw |
1690s | like explosives or footsteps there are |
1695s | definitely things that you usually like |
1696s | addressed I've done spaced on the |
1701s | community feedback maybe you can tell a |
1703s | little bit about that I know free hat |
1704s | that didn't precision it is it is coming |
1707s | later anyway so but I can already I |
1710s | wanna say like I said I have a reminder |
1711s | which is a weekly one where just go |
1713s | through steam discord read it so I just |
1717s | you know we all browse constantly like |
1719s | the forums and check for feedback and |
1722s | sometimes there's you know pellets |
1724s | things on it or things where we say |
1725s | actually to consider sometimes there's |
1728s | really good ideas out there where it's |
1730s | like I would love to do that but was the |
1732s | best one yeah it was I think was like so |
1735s | based on time of day and the temperature |
1737s | shouldn't then sound travel differently |
1740s | anywhere like mmm now would be really |
1743s | really cool but it just means you we |
1745s | have a mix per time of day you have |
1747s | different behavior of the sound maybe |
1749s | for a future project it is it is getting |
1751s | super complicated very quickly and I |
1754s | don't think you gonna most people don't |
1756s | gonna realize it anyway so nice idea |
1759s | maybe |
1761s | right so if you just say go to the next |
1763s | one and I think this one gets more clear |
1765s | so that the emotion part we really |
1766s | achieve to the very high dynamic mix |
1768s | that's also one thing we really started |
1771s | in from the beginning we said we want to |
1773s | really have a high dynamic mix so like |
1775s | if the gun goes off BAM it's real loud |
1777s | so once you hear that you you know that |
1781s | so the importance is that you have to |
1783s | understand how loud you are and how far |
1785s | your sounds travel so dynamic mix was |
1787s | one idea to do that so those things I |
1789s | actually loud and quiet stuff stays |
1791s | quiet |
1792s | the motivational menu music so yeah some |
1795s | people I know that streamers for example |
1798s | always have music muted too bad I'm |
1806s | setting furnace away cuz I think this is |
1808s | just gonna get worse and worse than that |
1810s | one point it's gonna explode and a half |
1811s | three meter but it will be good sound if |
1816s | it explodes on the menu music is |
1820s | something we really love to do kinda you |
1822s | know why the game has no music right so |
1824s | while you in the mission there's nothing |
1826s | and once you come back to the to the |
1828s | menu we thought okay we have to add more |
1829s | songs and different stuff so you feel a |
1831s | little bit like yeah now get a little |
1832s | you know it's like a take a break we |
1835s | fill and then kind of relax and then go |
1839s | into the next mission and those musical |
1841s | elements that's the rumbles over that's |
1843s | the subconscious ideas that we use |
1845s | psycho acoustic elements - we have to - |
1848s | you know trigger an emotion and then the |
1851s | whole dark world is pretty much only |
1853s | that so as you noticed like in the dark |
1855s | side the mix changes everything is like |
1857s | in a yeah it's like in a horror movie in |
1859s | it's like in a dream yeah everything's a |
1862s | creeper and you you know this other |
1864s | world yes that's what we try in with |
1866s | that I'm you're technically in a sense |
1868s | also in another world in beingness you |
1871s | see in the ethereal plane yeah yes just |
1875s | an icon please oh yeah that's that's |
1879s | just an example of again like the mix I |
1880s | think you all know the game but I think |
1882s | you're here pretty well like how quiet |
1884s | the game actually is and then once it |
1886s | escalates and you know things happening |
1888s | then it can get quite loud and exciting |
1893s | I think |
1895s | overwhelming maybe not because that's |
1897s | what but that's what most of my game at |
1899s | least is like sneaking around and |
1900s | listening if I hear two hunters I turn |
1903s | around and run because it's usually |
1906s | Dennis with a nitro |
1940s | right and Lassen at least yeah community |
1943s | feedback what is that like yeah that |
1944s | that's the three key I don't know what |
1947s | the believability is a word actually but |
1949s | I don't know the idea was step so there |
1952s | are three things we are really mostly |
1954s | interested in it's like the credibility |
1956s | that goes on the feedback level like |
1958s | that's what we anticipated like okay can |
1961s | you really tell that the grunt is an |
1962s | aggro mode in in the house of the right |
1965s | that is readability if you say yeah we |
1967s | we can hear that and we've done a good |
1969s | job then consistency means like oh that |
1974s | gun over distance sounds way louder than |
1976s | the other gun over distance then it's |
1978s | maybe something we've missed or |
1980s | overheard and like Oh true yeah that is |
1982s | you know same rifle class over distance |
1984s | should kind of be in the same league |
1986s | that's that's all this mixing |
1988s | consistency that things obviously |
1990s | behave as they supposed to right it's |
1992s | like for example we had I think we spies |
1995s | like the bullets flying around was like |
1998s | very very far audible was that laser |
2000s | bullets or something yeah almost yeah |
2003s | and then like for example if you smashed |
2007s | the window that felt like not being |
2009s | audible for too long right so it's like |
2012s | after 30 meters it was like I can't hear |
2014s | it anymore so we we really went in and |
2015s | adjusted those metrics to to match |
2019s | expectation and to fit and believability |
2022s | is everything with the with the |
2024s | immersion part as well and it's like |
2026s | okay this is this world it is hun |
2027s | showdown it is this this world we wanna |
2030s | yeah we want to get get to you and of |
2033s | course making sound as hunt showed up I |
2035s | think a good example for the |
2037s | believability would be if you drop an |
2039s | excellent hammer before the last update |
2041s | oh yeah and it sounded like it like a |
2044s | car dropping to the floor from 20 meters |
2046s | and now we actually changed assets yes |
2050s | is something that just fits the whole |
2052s | item right and the good thing is that |
2054s | that will go on so of course we |
2056s | we listen to you to what you're saying |
2058s | and and also play the game ourselves so |
2060s | we might come across things were like oh |
2062s | that has to be adjusted but yeah and |
2065s | it's I think we've got about 20,000 |
2067s | sounds in the game I guess and that is |
2069s | grouped into various you know containers |
2072s | and it's super technical but very |
2074s | interesting |
2074s | so obviously it's just a lot of stuff we |
2076s | have to take care of or yeah and have to |
2078s | maintain so stay with us and be patient |
2084s | and yes deaths |
2086s | male death sounds gonna stay but we |
2088s | already adjusted them for the next |
2090s | update so they less call me : yeah |
2094s | alright I think that's pretty much it I |
2097s | think the next three slides are |
2098s | advertisement oh yeah |
2100s | so forum please voice your opinion or |
2103s | you know chime in to one of the threats |
2104s | if you if you have a comment and I mean |
2107s | obviously it could be read it can be |
2109s | steam it can be discord it can be any of |
2111s | our feedback |
2113s | channels or even social media it's all |
2116s | it's all wherever you prefer mmm got |
2119s | everything so yes you can follow us here |
2122s | well we can go to to be right back |
2125s | screen for a little bit yes because we |
2127s | have to jump over Jonas has to prepare |
2130s | yes - perfect okay see you guys with a |
2133s | little bit |
2136s | a'right |
2144s | [Music] |
2163s | [Music] |
2170s | [Music] |
2178s | [Music] |
2190s | thanks what is the other one that all |
2193s | the other ones long no you guys can hear |
2195s | it |
2198s | [Music] |
2205s | [Music] |
2212s | we chopped off okay all right we're back |
2216s | and what we have here is actually our |
2221s | audio middleware it's called wires and |
2223s | that's the place where after we have to |
2226s | sign to sounds |
2227s | everything is implemented so everything |
2229s | in the game lives around here so if you |
2233s | look here we have all the characters |
2235s | then if I just open one character you |
2238s | see it is quiet it actually take some |
2242s | time to open because of all the data so |
2248s | that that's just sound you see now for |
2251s | the grunt so all the stuff it's it's |
2256s | everything here it's a single sound that |
2259s | was designed for the grant that gets put |
2261s | in the game and that you hear afterwards |
2264s | so you can see it's a lot of audio |
2267s | designed just for one single AI because |
2273s | why |
2274s | for example in the grunt way I'm general |
2276s | for every material making yeah it's one |
2286s | we have how many materials do we have in |
2289s | the game it's a quote audio 30 2013 |
2292s | materials in every every material then |
2297s | has variations for the steps you see and |
2299s | that's like for every character so you |
2301s | have special steps for the hunters for |
2304s | ya for first player first person to a |
2307s | person you have them for the crumbs for |
2309s | the hellhounds for the meat and omelets |
2311s | and and they all have to sound different |
2312s | because I mean obviously meat it is a |
2315s | lot heavier than a grunt |
2317s | so you just yeah you have to make them |
2320s | sound as if they're that have you and |
2323s | maybe another interesting thing to show |
2325s | you because we talked about it before |
2328s | the rival so dead stuff you see here is |
2332s | actually the setup for the player |
2335s | shooting sound let's see if you can hear |
2337s | the fire |
2338s | yeah yeah it should play nice view so |
2344s | let's quickly see if your exterior now |
2348s | we should and quality is a different |
2357s | asset so for example back here we are |
2360s | having the tail and you hear it's |
2364s | basically the environmental tail of the |
2367s | sound we have to treat the transience of |
2370s | the gun and if everything plays combined |
2375s | all these different assets you will have |
2377s | to actual shot can we show the distance |
2380s | to the enemy player yeah so if we are in |
2389s | third person and we shoot the gun so |
2393s | that's if the player shoots directly |
2395s | next to you basically 9 meters and |
2401s | that's how it sounds when it's far away |
2404s | and you see here here we actually have |
2409s | the distance right now it's 150 meters |
2411s | and basically what we do we go through |
2414s | each distance and make sure that will |
2416s | sound sound sounds good |
2418s | in that case and yes super yeah I think |
2422s | I saw a question earlier on somebody |
2424s | asking if the audio is actually delayed |
2426s | on distance like I mean you have gunshot |
2430s | on 300 meters it should be delayed like |
2433s | one second and we actually do that with |
2436s | the same attenuations um not by a |
2440s | realistic time I think but we actually |
2442s | delay them by a few milliseconds so that |
2446s | you have to sound the actual sound of |
2448s | the gunshot and you have the slap X |
2450s | coming from the side so it really sounds |
2452s | like the gunshot that's coming from the |
2453s | front or from the side and then you |
2455s | Echo's around you know see one question |
2460s | how does the audio positioning stuff |
2462s | work basically the audio in the game |
2465s | emits from a point and we have the |
2468s | distance from this point to you the |
2470s | listener or the player and basically |
2472s | that's the distance that we can simulate |
2474s | here and so if you shoot 500 meters away |
2478s | you will have this if you get closer you |
2482s | get this so we set up everything and |
2485s | wise and decide the weapon so it sounds |
2488s | good in every distance and then the game |
2490s | basically communicates us where the |
2492s | sound is happening and I mean that's the |
2495s | distance part and for the positional |
2497s | part we have a special plugin that's |
2499s | called cry spatial which actually takes |
2502s | the in-game position and maps that to a |
2506s | circle around you and we use the as mood |
2508s | for that so it's just a 360 degrees |
2511s | around you um and if we go into one of |
2515s | the audio assets you might see that they |
2518s | are actually if we if we see the asset |
2520s | yeah so you see there are 1 channel |
2522s | files but if you play them you have |
2524s | actually two channels that are playing |
2525s | so the files themself or the the whole |
2530s | sound if you play it is just a mono |
2533s | sound that wouldn't even sound like it's |
2535s | coming for somewhere and after it goes |
2537s | through that plugin um there's a stereo |
2539s | sound coming out and plugin just does |
2541s | all the stuff with how should it sound |
2543s | on the left ear I'll turn off the right |
2545s | ear it's a behind you in front of you |
2547s | like all that stuff and one other thing |
2551s | we can show you you know in wires we |
2554s | have to design sound so we have these |
2558s | assets but what is also interesting is |
2561s | how do we actually make these assets and |
2564s | I have like a video capture here from |
2567s | the spider |
2570s | so this is for example to scream and |
2574s | that's in the Nuendo session with all |
2576s | the sounds I think yes will expand at |
2578s | you and this is the screen power using |
2582s | lots of different layers from from |
2586s | creatures from enemies to create the |
2590s | final audio game yes |
2594s | so I think what has despite its its |
2597s | Peaks |
2597s | it's the stamina which was like an older |
2600s | version of the spider which are you |
2603s | pitched just appears a donkey I think |
2605s | there's some metal squeaking undershirts |
2611s | everything everything together gives |
2615s | gives the spider sound you know what's |
2620s | also interesting so that that's also |
2631s | Tiger to me but here we have a really |
2634s | good for the clicking it makes so I mean |
2643s | you all know despite our faint clicking |
2644s | sounds when it's when it's just this |
2646s | weird clicking noises and and sounds we |
2651s | use to make these I actually quite |
2653s | interesting and you can see yeah one one |
2656s | sound is actually a lawn sprinkler it's |
2659s | like to think that's yeah what's more |
2663s | putting water on the grass I know you |
2665s | have in your car it makes there we have |
2671s | a thumb screw which actually sounds |
2673s | quite quite famous yeah and we have some |
2679s | strong man that's actually the main |
2681s | sound and it's like do this clicking and |
2685s | that's actually crickets |
2687s | it's like insect insect recordings of |
2691s | crickets and I think I pitched them up |
2693s | and what you later time a bit and then |
2696s | you get this |
2698s | yeah you get this the sound and if if if |
2703s | give it place in the actual compound if |
2705s | we were you know - spiders hiding around |
2707s | behind the corner and you hear to click |
2710s | with with the reverb of the actual |
2713s | environmentalism it's pretty spooky and |
2716s | the funny thing to you is it sounds like |
2718s | it sounds like the spider but it's |
2720s | actually crickets in a low on screen |
2722s | closer yeah it's basically the same but |
2729s | I think that's the most it's the most |
2732s | iconic sleeping sound and it's basically |
2735s | the same as its Mont Winkler and here we |
2738s | have the crickets we have chopped up and |
2744s | I mean like this we basically assign |
2746s | every sound so all the things you hear |
2749s | in the game may be sources you wouldn't |
2753s | think of but in the end they they sound |
2755s | like a spider or a high F or M word it's |
2762s | insane if you think about how do you |
2764s | even come up to use a sprinkler it's a |
2769s | lot of experimenting so we have we have |
2772s | a big sound library we have a lot of |
2773s | recordings we make ourselves and then |
2777s | you just go through and then you listen |
2779s | to stuff and here oh maybe this could be |
2782s | a clicking sound |
2783s | another example is the high of call the |
2787s | distant one she makes this actually |
2788s | firework yeah Christian Schuster like |
2792s | them it's like you know yes it's when a |
2798s | rocket launches but it's it's pitched up |
2801s | and down so it actually sounds like like |
2804s | a voice modulating around mm-hmm yes |
2807s | would put a lot of lot of funny sounds |
2809s | there are times where you for example |
2814s | walk outside and you hear sound a you |
2816s | think hey something like that could be |
2819s | helpful for or is it just mainly from |
2821s | the library just stick free |
2824s | you always lie if you do this for a |
2827s | while you will always hear stuff so you |
2829s | hear this thing and then you think oh |
2832s | maybe just could be used for something |
2834s | else for example in the office upstairs |
2837s | we had was really wiki's over the couch |
2840s | and it's it kind of made some really |
2843s | interesting interesting clicking noises |
2845s | so we did a recording session with wood |
2847s | we haven't put it in the game yet but it |
2850s | might end up the clues for example in |
2863s | quick play they have the whispery |
2866s | background and that's just there |
2868s | especially me whispering in a microphone |
2870s | for like 20 minutes |
2881s | I think we could go to the questions |
2882s | okay then we'll be right back again |
2898s | [Music] |
2917s | [Music] |
2924s | [Music] |
2932s | [Music] |
2952s | [Music] |
2960s | [Music] |
2966s | you |
2966s | [Music] |
2976s | No |
2978s | Oh |
2985s | there you go yep did you do it for the |
2987s | couch one yeah number four only because |
2990s | yeah oh okay we are back and we have |
2994s | some questions so I already saw two |
2996s | questions that I popped up where you |
2999s | guys for showing some stuff up so I |
3000s | thought uh we can perhaps you know |
3003s | Anthony's do you recommend the stereo |
3006s | setup or surround oh I put it on the |
3008s | right because it's easy to reach kiss |
3009s | close if I put it back afterwards bi do |
3014s | you recommend the series setup first |
3015s | around set ups so let's let's start |
3018s | there so basically the game has been |
3020s | mixed in 7.1 so what someone was saying |
3023s | seven one is poop really and something |
3025s | wrong with your setup because we mix it |
3028s | in seven one it is working fine even |
3030s | with this H dot EF Christ facial plugin |
3032s | that adapts to whatever setting you have |
3034s | what we do recommend though is like |
3037s | don't touch your additional |
3039s | spatialization stuff like windows has a |
3042s | spatial sounds thing now some headphones |
3045s | come with this you know make seven one |
3047s | out of stereo this is all |
3049s | post-processing you can compare that |
3051s | with I don't know like a gamma tool |
3053s | which suddenly brightens your screen |
3055s | alright turning a video from like low |
3058s | quality right exactly that's just an |
3060s | overlay being processed on top because |
3062s | what our plugin does it takes the |
3063s | position from the game so between you |
3066s | and the position of the sound and uses |
3068s | that information from the game already |
3070s | to mimic how we how we hear instead |
3073s | right now how the human ear functions so |
3076s | if you're on top process like something |
3078s | in the post-processing on it it might |
3080s | sound a bit weird and I think that won't |
3083s | work anymore well go Graham I how it |
3084s | falls flat so so we that's why we say in |
3087s | the beginning and this is disclaimer |
3088s | best plate in stereo with a headphone |
3092s | because this is where it works best in |
3094s | our opinion because then cry spatial |
3097s | also uses all the filtering to make the |
3100s | sound different base with its front back |
3103s | left right and it's for the photo 7.1 |
3106s | headset so yes you might um because if |
3109s | you if you use that virtual surround |
3110s | sound and but what your headset does or |
3114s | what Windows sound or Toby's surround |
3117s | what all these virtualizes do is |
3119s | basically they try to to tell the game |
3123s | or tell the application that you use |
3124s | that you actually have a 7.1 set up and |
3127s | if the game then sends like seven |
3131s | separate channels then your |
3133s | virtualization software can again |
3135s | simulate this binaural audio and it will |
3139s | do the same that cry specialist doing at |
3141s | the moment but if you try to do that on |
3143s | top of cry special then it basically |
3145s | destroys all the filtering this cry |
3147s | special did and you can't really tell |
3149s | where anything is coming from so if you |
3150s | have headphones which we highly |
3152s | recommend then just set them to stereo |
3155s | just use them just just use normal |
3157s | stereo headphones and you will probably |
3159s | have the best outcome and if you have a |
3161s | 5.1 or 7.1 set up then sure cry special |
3164s | can do that too actually you won't have |
3167s | be no realization because you don't have |
3169s | two channels anymore but the audio will |
3172s | just be mapped to the channels around |
3173s | you so yeah well you can you can use |
3177s | that with other programs all this |
3178s | visualization virtualization but hunt |
3182s | already has its own speaking of can tell |
3185s | where things are coming from my server |
3186s | up at one time I was playing and I |
3188s | usually have earbuds and had them |
3190s | reversed |
3196s | nothing there I'm hear them the other |
3198s | side I swear yeah did you record any |
3206s | sound or audio and by narrowness it made |
3208s | proneural through the plugin oh it's all |
3210s | it's all the all the least so all the |
3212s | plugins doing all that so the sounds are |
3215s | mostly mono so just one channel and then |
3217s | they gain getting mapped in the world |
3219s | and then spread accordingly yeah yeah I |
3221s | guess it wouldn't wouldn't really make |
3222s | sense to record anything in binaural I |
3224s | mean for movies for example it makes it |
3227s | a lot of sense because you can exactly |
3229s | control how the viewer or how the |
3231s | listener is actually or what he is |
3233s | listening to because in a movie you see |
3235s | a car coming from the right side going |
3236s | to the left side if you record that and |
3237s | binaural then it's perfect and you have |
3240s | exactly the sound for the picture you |
3242s | see but in the game we can't record |
3244s | binaural sound |
3246s | for each position that for example a |
3248s | grunt or footstep can have in the space |
3250s | that would be like 360 assets basically |
3255s | means how to sound is filtered based on |
3258s | the position of your head right and you |
3261s | as the player you move the head of your |
3262s | character all the time so we can't |
3264s | predict the sign sounds for that so this |
3267s | has to happen in real time in real time |
3269s | so that that's why it's actually plugin |
3272s | I saw one more person asking about 71 so |
3277s | if it works on same ones because and yes |
3280s | with 1.0 to update we mixed it on a 7.1 |
3284s | setup so it definitely works on 7.1 you |
3287s | just have to make sure that if you have |
3289s | a 7.1 system your windows output is set |
3293s | to 7.1 and if you have just checked and |
3296s | you can check in the windows |
3297s | configuration mr. White's out and then |
3301s | you start hunt it will play awesome |
3307s | I also saw someone asked will there be |
3309s | new sounds or changes coming womp I know |
3311s | I mean if you play them des you probably |
3313s | would have heard already quite some new |
3315s | sounds and quite some changes I mean |
3318s | obviously we have some hunters which is |
3320s | already a lot of new sounds |
3322s | but yeah the whole mix like so when we |
3327s | were mixing me basically touching while |
3329s | we saw it in the in the wise project we |
3331s | basically went really through all the |
3332s | sounds and touching everything again |
3334s | making sure the metrics are fine that |
3336s | the your things are audible long enough |
3338s | then that yeah that caused some changes |
3341s | like for example the footsteps where all |
3342s | what worked a bit too you know to find a |
3345s | better middle ground between audibility |
3347s | if you sprint and then sneaking is even |
3350s | further quiet so it's more of a |
3352s | trade-off either I'm fast but then I'm |
3354s | loud versus I'm very well yeah very |
3357s | quiet but of course very slow I think |
3360s | that worked well we did a ton of |
3362s | adjustments on a super minor level like |
3365s | a DB up here and 2d beats down and it's |
3367s | yeah I don't even know how many changes |
3370s | they are looks a lot lots of bug fixes |
3372s | as well and bug fixes always there's |
3374s | always new stuff coming in also from |
3376s | life and |
3377s | we basically get on when we fix as much |
3379s | as possible yes I also see someone |
3382s | asking do you guys also work on the |
3384s | music well that's we can already say |
3391s | like yeah on the test you can already |
3393s | hear let's say the instrumental versions |
3395s | already in the menu we wanted to spice |
3397s | up the motivational part in the menu to |
3400s | have more variation in there so there is |
3402s | more instrumental music in there and |
3405s | then as someone writes music OST please |
3408s | yes it's on the way |
3409s | yeah we'll be available with Willie with |
3412s | the release so we are putting some |
3414s | response on a variety platforms I think |
3418s | and I can already say it's like I think |
3420s | Spotify the usual one biggest 150 |
3430s | placards yeah so the music is finally |
3433s | coming I notice has been asked probably |
3435s | for the longest time I think I see audio |
3438s | like but where can I find some surprises |
3456s | who might have watched all deaf streams |
3458s | and all the little details about the |
3460s | teasers and everything you might have |
3462s | heard some parts of it but obviously not |
3465s | not in full song length so then they |
3468s | have to ask how was the humming theme |
3470s | who was involved in like how did that |
3473s | came to mind everybody was involved so |
3476s | that the originally the idea came came |
3478s | back from a weekend like okay we need to |
3481s | do the was the steam early access |
3483s | trailer I think and it was like okay we |
3486s | got three days or so - yeah for some |
3488s | things I was like and then it was it was |
3492s | just an idea to say you know iconic |
3494s | videogame music always grounded in in |
3499s | things you can easily hum so all the |
3501s | 8-bit tunes is something you can you |
3503s | know that's why it sticks in your head |
3504s | because it's like a very simple melody |
3506s | you can actually have them so we brought |
3508s | it to the next level thing like hey why |
3510s | not humming in the first place |
3511s | and then the idea it created a picture |
3514s | because we are thinking like yeah that's |
3515s | just the hunters you know in the evening |
3517s | they been hunting the all day now they |
3520s | just sit at the campfire neighbors are |
3522s | and then and then you've got it got out |
3525s | of control because it went super fast |
3526s | that we all you know we've kept our |
3528s | video guys and said okay we need to stop |
3530s | the clap so we all stomped clapped and |
3532s | then everybody was in front of the mic |
3534s | doing home mmm in various versions and |
3537s | tones and then Jonas did a great job on |
3539s | mixing that all together in this like |
3541s | epic humming nests it is right now and |
3544s | we had a lot of fun it's out of tune |
3563s | yeah we were actually quite surprised |
3567s | and happy to see that people liked it so |
3569s | much and in some way based on coming |
3585s | because it's it's set a mood for |
3588s | everything and I think some sounds |
3591s | needed you to storm or humming in some |
3594s | other form that was fun |
3601s | I'm curious that reoccurs is it harder |
3604s | to make songs or is it hard to make the |
3606s | audio for the for example for monsters |
3608s | or hunters and well I guess it depends |
3618s | well I would say both has has the |
3621s | channel it's both us challenging in a |
3623s | different way in a different way because |
3624s | making a sound will Creek you know that |
3627s | some sort of grunt sound you just go on |
3628s | a mic and like this and it's like okay |
3631s | there you go you have your you have your |
3632s | grunt sound but maybe that's not very |
3634s | interesting or not very iconic and then |
3636s | you start playing around with and the |
3638s | same thing with music of course we can |
3639s | sit down and just - Tim Tim Tim Tim Tim |
3641s | - look |
3643s | Wow but I don't know whether it's music |
3644s | you get excited about so and then it's |
3647s | really this this this well working with |
3649s | it and then playing it for tobacco yes I |
3652s | think one thing that actually sometimes |
3655s | if if you are not that way of it |
3657s | what makes monster sounds and games |
3661s | really difficult to not only have to |
3664s | decide upon stuff so it sounds unique |
3665s | and dangerous but you then also have to |
3668s | make it work in the game yeah you know |
3671s | for example the assassin is like this |
3673s | Nikki pile of box but you have to hear |
3675s | him a hundred meters pirate for game |
3677s | play music oh yeah oh I just have a |
3682s | grunt sound good in 50 meters but also |
3684s | good when he's screaming right at your |
3686s | face actually what what I think players |
3689s | or what what you take for granted when |
3691s | you play it because you just don't think |
3692s | about it actually takes a lot of time to |
3696s | get right after you have all the design |
3698s | done it's a lot of iteration and coming |
3701s | for some bang saying okay well and or |
3703s | for example and similar with a few |
3705s | sounds for example it's it's also a |
3707s | tricky one because that sound react like |
3710s | that's very quiet sound it's like you |
3713s | don't hear that very far but of course |
3715s | from a game of a nice home game the |
3718s | reason everybody says like I want to |
3719s | hear 200 meters if someone Prime's it's |
3721s | like rightly so but it's very tough to |
3723s | find the sweet spot there between well |
3726s | yeah between feedback and and the |
3728s | emergent right okay so one thing that's |
3729s | really real on the other hand you want |
3731s | to of course hear that sound and because |
3734s | it's so important for gameplay reasons |
3735s | that you hear that someone Prime's |
3736s | something so yeah it's a sometimes I'd |
3740s | rather have I don't know not a few sound |
3741s | but something like a big mechanical |
3742s | machine like that would that would help |
3746s | a lot on that but yeah but that's okay |
3749s | that's fine and sour challenges on our |
3751s | daily basis it's and what was for you |
3753s | guys individually the most fun thing you |
3755s | worked on for the game so far could be |
3758s | anything convinced song could be a sound |
3760s | to be I mean if I start i iive honestiy |
3765s | have two things first was the spider |
3766s | because I just had so much fun |
3768s | it was the first boss I made and then I |
3771s | still remember when we released in the |
3775s | early access on Steam we had a launch |
3777s | party where we watch people playing on |
3779s | the monitor and was so funny to see |
3781s | people freaked out |
3785s | I think the spire cells is still the |
3786s | scariest boss for most people because |
3788s | it's so fast and scare isn't like a lot |
3790s | of people have arachnophobia sills so |
3792s | yeah and the other part for me really is |
3796s | the whole dark side stuff because I have |
3798s | a lot of fun - silently small magical or |
3801s | mysterious sounds and yeah all the clues |
3804s | and sound here when you go into oxide |
3807s | and try to find one was a lot of fun I |
3812s | think for me really the most fun was was |
3816s | indeed like you know the humming semen |
3817s | or the whole musical part because it was |
3819s | really born out of this like necessity |
3821s | in this very short amount of time and |
3823s | then suddenly it was like yeah Nicolette |
3826s | sing like oh yeah I can write some more |
3828s | lyrics and then suddenly we had a second |
3830s | song and a third song and it just |
3832s | started to fall then was like oh yeah |
3835s | sure yeah and then like Jonah's like AI |
3837s | can add some piano here that Dominic |
3839s | came in like oh yeah I bring my drum so |
3841s | it just it just was just record |
3843s | everything |
3848s | well that Kings are there yeah and of |
3854s | course then having and then senior |
3855s | colleagues sitting there like I don't |
3858s | know a particle artist and then once in |
3862s | a while he's just like no kind of oh I |
3865s | think we did something cool there |
3867s | because he doesn't even realize that yes |
3868s | yeah humming whistling the Lissie I |
3871s | think a humming theme turned out really |
3872s | well like I mean consider how fast you |
3874s | guys did it but I still see that so many |
3877s | times gone by like people are just |
3879s | talking about it or like humming it like |
3881s | unknowingly just never leaves yeah |
3884s | really fun and for you well actually I |
3890s | think the concertina pump when you throw |
3893s | that in primate that's one of my |
3894s | favorite sounds because not before it |
3897s | explodes you have that |
3898s | when I'm you have the explosion and |
3900s | those really really mechanical sounds |
3903s | very similar sound is the sticky bump |
3906s | when you take it out and your whole set |
3908s | again you have all these little spikes |
3909s | that just fold out and that sounds very |
3912s | satisfying but also what actually |
3915s | chattiest working on the whole HRT our |
3917s | staff developing the whole technology |
3921s | behind that that was financial yeah |
3925s | translational like a like a youth okay |
3928s | let's see what other questions do you |
3931s | guys have on audio let me see sound I |
3938s | mean I see the concertina sounds great |
3943s | let me see please get the questions out |
3947s | here later so we can read it can we get |
3948s | the audio indicator for full running |
3950s | stamina back like was there nice breath |
3953s | you know you're back to full running |
3956s | stomach isolate did you remove the sound |
3959s | there too I think we might have turned |
3966s | it quiet on a string as well who is the |
3974s | file is and a new song I mean in all |
3977s | songs me to a combination of stuff so |
3980s | some things we play ourselves some |
3982s | things we play MIDI instruments fakie |
3992s | boy playing the pilot it was a fake |
3995s | keyboard guys that was a let me see if |
4002s | we have more audio questions what these |
4004s | two plugins to use I mean all of them |
4009s | pretty specific questions but we can |
4012s | answer it I mean for tech guys who don't |
4015s | know that you see plugins are plugins |
4017s | you used in your audio software to |
4019s | mangle all sounds and I mean we are all |
4022s | using the memo from sniper sniper |
4025s | it's a post-production software you can |
4028s | use out in the video with the spider |
4030s | where you lay out the sounds |
4031s | and then I think each of us has some |
4034s | favorite plugins like reverb or just |
4036s | washing or mm-hmm stuff we had on top of |
4039s | it to basically mangle the Salander in a |
4041s | different direction yeah that's a good |
4045s | boy yeah if you guys ever thought about |
4047s | creating refers your audio traps |
4049s | crackers that go quiet when people are |
4050s | near but about when no one is there was |
4052s | also a suggestion that in the steam |
4054s | forums back then I I kind of liked the |
4056s | idea that if you know across a field and |
4058s | everything it was quiet and it just got |
4060s | too complicated that because it would |
4062s | mean we have to have all these different |
4063s | environmental sounds then related to |
4067s | player distance and as soon as there's a |
4069s | player and the way we have to turn it |
4071s | down it's just means we have to change a |
4072s | lot of things and also design was very |
4075s | skeptical about that because they were |
4077s | saying hey wait a minute then suddenly |
4079s | everybody's just like listening our it's |
4081s | you know as soon as things get quiet you |
4083s | know someone is near so it's a little |
4086s | trade-off and I think just too |
4087s | complicated to do at the moment okay I |
4090s | saw also that some people asked which |
4093s | which I had said you guys use |
4097s | specifically so you guys can hear or |
4099s | they could hear it exactly the same you |
4101s | guys well we saw the thing is like we of |
4104s | course testing on various headsets and |
4105s | recently at some 2.95 your butt's to |
4109s | just test we were usually using audio |
4113s | specific ones it's called the the by a |
4114s | dynamic DT 770 it's just very big if |
4119s | like confident on yeah but it's not a |
4121s | headset and then but these are also well |
4124s | they they also exist as a headset but |
4125s | it's just an example of like it's a 150 |
4127s | euro type that's a headphone which i |
4133s | think is fair enough |
4133s | right you might you guys spend a lot of |
4135s | money on your hardware regarding graphic |
4138s | card monitors etc etc it's like a |
4140s | thousand bucks easily and then like oh |
4143s | yeah but i listened to it with $10 |
4146s | headphones you know that's a bit unfair |
4149s | I mean what a fancy your ears yeah why |
4152s | not you know it's it's it's it's at |
4154s | least you can consider it yeah I mean we |
4156s | we try to make the sound good as many |
4160s | different things as possible so we mix |
4162s | on big speakers we mix on small speakers |
4165s | when |
4165s | on more expensive and more crappy |
4168s | headphones but yeah if if you want to |
4171s | have a good sound you have to invest a |
4173s | bit of money like that you can hear all |
4175s | the frequencies as low in guess each of |
4179s | each or every fairly decent stereo |
4183s | headset or stereo headphones or what I |
4186s | like to use at home is just um in your |
4188s | monitors like you would you stand on |
4189s | stage um that works very well let me see |
4212s | already still I will would there ever be |
4213s | whistle in the games of sample okay I |
4216s | don't want to I don't want to over |
4217s | promise but I haven't have a task in my |
4220s | huge backlog of things we want to try |
4222s | out which is like can we experiment with |
4225s | let's say communicating between hunters |
4227s | which is maybe the non-verbal one so |
4230s | that goes like you know or like of |
4234s | course you know we have female hunters |
4239s | and male hunters you know and maybe two |
4242s | male hunters so no it's not seriously |
4245s | it's like we we have been thinking about |
4247s | whether that's an option and obviously |
4248s | it would be super cool to lure enemies |
4250s | right did you say made me dead without |
4252s | saying that okay and then you just draw |
4256s | attention you know can control the eye |
4258s | but it's again it's more difficult than |
4261s | just have the sound because you didn't |
4262s | need the emitter it has to be you know |
4264s | passed on to all the eye they have to |
4266s | react to you what happens if you have |
4267s | multiple hunter teams again it's like |
4270s | something to investigate but nothing I |
4272s | would like to promise I mean in general |
4275s | wheel so I'm working on potentially |
4277s | having multiple different voices for you |
4279s | yeah so so why but I heard that you know |
4282s | the new male ones are being like not |
4285s | perceived perfect by everyone and and I |
4289s | can understand well like well it's a I |
4290s | totally underestimated when making that |
4293s | call to change it that everybody was so |
4295s | married to the to the old male one |
4298s | the reason we changed it originally and |
4301s | hasn't changed it's like we knew females |
4303s | were coming they come with a much wider |
4305s | variety we had to match mail to it |
4308s | that's where it all came from then we |
4311s | notice that the death sound was |
4313s | something everybody was really with |
4315s | missing so they'd know back in the old |
4317s | style and but again the reason why we |
4320s | changed is primarily to offer more sets |
4322s | moving forward so that means you know we |
4325s | can play trios now right so you can have |
4327s | three males per team and at the moment |
4329s | everybody has the same set so it's like |
4331s | twin brother like everybody's like sound |
4333s | exactly the same even though there are |
4335s | variations so moving forward we won't |
4338s | have more sets in general and then yes |
4342s | and then we don't exactly know whether |
4343s | we go by tier right based on the tier |
4346s | you get a different set whether it's |
4347s | just randomly assigned based on |
4349s | recruiting that's something we have to |
4351s | figure out but moving forward at least |
4353s | having three male and three female would |
4355s | be would be something to aim for first |
4358s | and then let's see we can take it from |
4360s | there maybe do even a little contest |
4363s | where we say best impression can do a |
4366s | set |
4367s | [Laughter] |
4371s | I mean we did we did it early early |
4373s | early on back today we did a grunt |
4375s | contest yeah and it was a good that was |
4378s | a good thing because it it was a lot of |
4380s | fun too it was really fun I some of the |
4384s | weirdest weirdest noises I was pretty |
4396s | surprised okay let's do one or two more |
4398s | questions and please audio questions |
4400s | only |
4402s | are you currently happy with the current |
4404s | sound levels of footsteps going back |
4406s | after a break and I found the footsteps |
4408s | to be rather loud they don't size |
4409s | naturally where someone actually is |
4411s | walking or running so in fairness so we |
4413s | did the mix and we're all sitting there |
4415s | and then so Dennis came down to the auto |
4419s | mixing stage and we spend a fair hour I |
4421s | think to just you know walk forth and |
4423s | back and and he was pretty happy with we |
4426s | were pretty happy with and then so far I |
4429s | think I heard one or two threats I read |
4432s | where people say hmm it has changed true |
4434s | it is running is now a little bit |
4437s | further audible than it was before the |
4439s | whole steps have been you know |
4440s | completely re-exported so they new |
4442s | assets sometimes and also you know a |
4444s | little different sounding wood etc so |
4447s | there's maybe some learning curve |
4449s | in comparison to the existing and but |
4452s | it's not totally new right and then of |
4455s | course we do some adjustments like metal |
4456s | was super loud and other things but too |
4458s | quiet so there has been a little |
4459s | adjustments but overall I saw our |
4462s | quality guys so everybody was playing a |
4464s | lot in our company as well as on beyond |
4466s | the test server and I had it yeah so |
4471s | never say never we might change it if |
4472s | people complain and say that's not |
4474s | working out but so far it was pretty |
4476s | happy and I received rather positive |
4478s | feedback like people saying like it's |
4480s | yeah much better now you can you can |
4482s | clearly pinpoint I was it was it Archy |
4485s | or some some streamers like he was |
4487s | shooting two guys should I just |
4489s | listening to the footsteps through a |
4491s | wall I was like whoa our binaural really |
4494s | works in combination with the distance |
4495s | so I mean the footsteps are really |
4498s | tricky because any change |
4500s | players noticed instantly yeah and we |
4504s | get a lot of we get community reports we |
4507s | check ourselves and when we change the |
4509s | footsteps for some it's too quiet |
4511s | yeah depends if you get killed and you |
4515s | didn't hear the guy then you might want |
4517s | them louder you get killed because he |
4519s | heard you you might want to quite so |
4521s | it's kind of tricky but we definitely |
4522s | listen to all feedback and if the |
4525s | community says it's too loud we will I |
4529s | mean it's actually hard to just hit that |
4532s | spot between you don't you don't want |
4534s | them perfectly realistic don't want them |
4536s | only to be there for for game design but |
4540s | you actually want to give people a good |
4542s | feeling that are listening for that |
4544s | stuff and you want to also give people a |
4547s | small disadvantage if they are just loud |
4549s | and running everywhere so they don't |
4551s | hear everything and so you have to hit |
4553s | that spot between the realism and the |
4554s | readability that's for the game yes it's |
4557s | supporting the game design and the |
4559s | choices you know that like yeah faster |
4562s | loud quiet and sneaky I mean in general |
4564s | it's always like the difficult thing |
4566s | finding a balance between the two |
4567s | because obviously it is still a game and |
4569s | well obviously they might not sound as |
4572s | loud in real life |
4575s | would there be a possibility for a trade |
4577s | that would reduce but not remove the |
4579s | sound of walking crouching footsteps on |
4581s | glass or it's metal roofs roofs and |
4584s | wooden heartful well I would imagine |
4587s | this is like something where you wear |
4588s | your shoes getting I don't know you have |
4590s | some cloth around your shoes which men |
4593s | dampen it ooh yes what possible problem |
4598s | with it is though is it's so all games |
4602s | do that the silent footstep perk and |
4605s | it's so powerful that once you have it |
4608s | you need it it's like because such a big |
4611s | advantage and I think that's by Dennis |
4614s | and the designers have said like we |
4616s | maybe want don't want to go as far |
4618s | because footsteps and the information |
4620s | about player position is so important |
4622s | that once you have that perk everybody |
4623s | needs it right otherwise you have really |
4627s | really big disadvantage so I would |
4629s | probably say no to that |
4631s | exactly already audio in east accent |
4634s | hunt maybe hmm |
4638s | possibly but I'm sure perhaps okay uh |
4645s | yeah thank you guys so much for |
4646s | answering all the questions they're |
4648s | asking questions and explaining a little |
4651s | bit more about audios if you missed it |
4653s | the songs are gonna come with full lunch |
4656s | on the biggest harder than five |
4659s | streaming platforms in the world only |
4661s | 105 I know it's a look a little low but |
4665s | I guess go find one I'm sure you'll be |
4668s | able to find one yeah exactly and then |
4670s | you guys can enjoy the music wherever |
4673s | you are and don't forget with the rumble |
4676s | now being very quiet you can also crank |
4678s | up the music slider again otherwise you |
4680s | won't hear the music which music is glad |
4682s | listen to the gramophone and play the |
4686s | gramophone yeah are we gonna get how |
4688s | often you guys changing music on the |
4690s | gramophones oh we have we have special |
4693s | pieces for example for Christmas stuff |
4696s | like that um |
4697s | and with the new songs out there we |
4699s | might you know sneak them into the game |
4700s | as well well thank you guys so much for |
4706s | joining us again |
4709s | and obviously don't forget to give |
4710s | feedback if you ever have them because |
4712s | they are reading all your all your |
4714s | feedback for things to see you they see |
4717s | and hear you okay so thank you guys have |
4721s | a good day and we'll see you guys next |
4723s | time also another news before I forget |
4725s | next week is Gamescom week and you'll be |
4729s | able to play hunt on xbox there at the |
4731s | coffe mania booth and hall 9 will be |
4734s | there and definitely come by and it is a |
4738s | new new build so new stuff and the new |
4741s | stuff is also coming very soon with |
4744s | update 1.0 coming on live from 27th and |
4748s | a bit earlier so PC cannot retry or |
4751s | pre-release candidate on the 19th so |
4754s | check out the test server yeah because |
4757s | we have all the good stuff there so we |
4760s | hope to see some of you next week and |
4761s | it's gone a demeans |
4763s | no restraint but yeah come check us out |
4766s | have a good day cool yeah |
4777s | [Music] |
4788s | [Music] |