Sound Design on Tribes: Ascend - Part 3 - Social Sound Design most recent 30 from http://socialsounddesign.com 2013-05-23T00:47:20Z http://socialsounddesign.com/feeds/question/12527 http://www.creativecommons.org/licenses/by-nc/2.5/rdf http://socialsounddesign.com/questions/12527/sound-design-on-tribes-ascend-part-3 Sound Design on Tribes: Ascend - Part 3 Benjie Freund 2012-02-07T21:37:07Z 2013-05-11T20:22:01Z <p>Hey everyone,</p> <p>Thought I would share this info on Tribes: Ascend. We just released our largest beta patch. Many new changes, 16 weapons/ devices, new maps, character class customization, and more. The full list of patch notes can be found here. <a href="http://hi-rez.custhelp.com/app/answers/detail/a_id/297" rel="nofollow">http://hi-rez.custhelp.com/app/answers/detail/a_id/297</a></p> <p>I would love to get some feedback from the community on my sound design. </p> <p>To get a beta key all you have to do is go to the Tribes: Ascend facebook page and 'LIKE' it. </p> <p>-Benjie</p> http://socialsounddesign.com/questions/12527/sound-design-on-tribes-ascend-part-3/14895#14895 Answer by schapps for Sound Design on Tribes: Ascend - Part 3 schapps 2012-08-03T03:56:37Z 2012-08-03T03:56:37Z <p>Hey Benjie,</p> <p>I've been playing the game quit a bit the last few days and have been enjoying the sound. One thing in particular I really like is the satisfying "thunk" sound that accompanies weapon explosions as a hit indicator. It only plays when you hit a player/object, correct? It provides great player feedback and feels really nice when you land a thumper blast or disc to finish off an enemy!</p> <p>One small criticism I did notice though was the panning/spread on some of the ambient sound sources is a bit drastic. For instance, I was standing in a base next to a wall with running water while turning around and looking for enemies. As I was looking around, the audio source playing that water ambience loop kept drastically bouncing from my left ear to right ear. It pulled me out of the game for a moment to have such a localized ambience source. I'm not sure what implementation methods you are using, but increasing the min-distance on these types of sound sources usually helps.</p> <p>Finally, the voice over... After playing pretty heavy CTF for about a week I am about to murder the announcer. "The Sworders have our flag!" I think some variety here would go a long way. A simple pick bag of 5 or so alternate lines for each announcer line would be nice.</p> <p>Overall, great work! I'm having a ton of fun playing the game. Keep rockin!</p> http://socialsounddesign.com/questions/12527/sound-design-on-tribes-ascend-part-3/14909#14909 Answer by Benjie Freund for Sound Design on Tribes: Ascend - Part 3 Benjie Freund 2012-08-03T19:03:00Z 2012-08-03T19:03:00Z <p>Thanks for the feedback!</p> <p>The hit sound only plays when you impact on pawn. Otherwise it will just play the terrain impact sound depending on what you hit.</p> <p>All sounds in maps are attenuated and if you spin your character then yes the sound will pan around you like it would i real life.</p> <p>There is a setting to turn team announcer VO off if it gets annoying for you. Chris Rickwood handles all the VO so I have no control over that.</p> <p>-Benjie</p> http://socialsounddesign.com/questions/12527/sound-design-on-tribes-ascend-part-3/14964#14964 Answer by Benjie Freund for Sound Design on Tribes: Ascend - Part 3 Benjie Freund 2012-08-06T20:36:18Z 2012-08-06T20:36:18Z <p>Ah, I see. The minimum attenuation of ambient sounds can vary obviously. Some sounds use a natural fade curve, rather then a logarithmic curve. The natural curve gives a smoother fade out when moving away from objects, but can be a bit more harsh of a fade out as well. </p> <p>Also, the base with running water, the attenuation is a bit smaller on those because I wanted to have the water sound faint if you were near the generator, I tried a larger attenuation on 1 map and it was way to noisy and you could not hear anything else but water. </p> <p>This is just one of those situations where you have to favor game play more then anything. Being that Tribes is a shooter, sound notifies of people shooting. walking or capping objectives take priority. </p> <p>Dont get me wrong though I love making soundscapes, I had an older version of audio for the raindance map where I had 3k+ sound nodes on the map. Yes it killed performance and I had to remove about 2800 of them lol. But it sounded so cool. Every drop of water had a sound for all the terrain types. Water dripping off buildings, etc. It was pretty wicked.</p> <p>Thanks for the feedback though guys, and I am glad your enjoying Tribes! Look out for a new patch soon.</p> <p>Benjie</p> http://socialsounddesign.com/questions/12527/sound-design-on-tribes-ascend-part-3/15674#15674 Answer by Jack Menhorn for Sound Design on Tribes: Ascend - Part 3 Jack Menhorn 2012-10-13T12:33:52Z 2012-10-13T12:33:52Z <p>Great stuff @Benjie !</p>