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Coming Soon: Devstream #102 Sound Showcase!


[DE]Rebecca

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Gonna go ahead and ask if you guys are planning on expanding Octavia's Mandachord capabilities. Ironic how a frame called Octavia doesn't even have all the note in one octave of her key.

But yeah, 8 bars, a chromatic scale, anything to make it more robust for composition.

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What was the inspiration behind the teralyst sounds? they remind me of Metal Gear Rex from the MGS series.

Do you plan to have other sounds for the other teralyst variants? A War of the worlds tripod inspired sound would add to their creepy factor

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When making the sounds for Infested, do you guys really "screech" or make weird loud noises?Or its all just audio effects. :D

How did you make the environmental sounds? Random hums in the machines from Corpus tilesets, random clanking sounds from the Grineer, underwater sounds from Uranus submersible tilesets and from the animal sounds in Earth.

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These questions verge on code-related but, yeah, let's do this:

1. I'm assuming most of the sounds (swooshes, taps, etc.) are mono but are later oriented in-engine. Is that correct? How involved are audio engineers in getting the spatial aspect of sound in game right?

2. Are you prepared to go to 7.1 if necessary or is there a lot of old content that wouldn't lend itself well to this kind of jump?

3. Are you constrained by some tech-related budgets, e.g. number of channels playing simultaneously, length of samples used? Are you angry at that? What do you do to get some extensions from devs: do you torture them or do you bribe them with beer and pizza?

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