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Old 04-06-2020, 12:35 PM   #1
Join Date: Apr 2005
Posts: 146
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Default Ambient sound-scape/silent running

One day, and this is low down the wish-list, I'd like to see many additional sounds within the boat. It'd need to be a pretty large selection of muffled and indistinct conversation in German, the very occasional more formal order, tools being used, plates and cooking from the galley, laughter, chain-pulleys, someone retching, "sailors language" and so forth.

The problem here is the human brain is particularly adept at spotting repetitions, so the overall sound-scape would need to be a combination of many many sounds, being combined in almost endless combinations, and of varying lengths, so that no such detectable repetition of either sequence or duration, occurred in say 10 play sessions.

Additionally, some sounds, such as those associated with reloading torpedoes, un-necessesary tool noise, laughter would need to be omitted when the boat was "silent running". Here the problem of repetition becomes even more acute, so the remaining "quiet" ambient sounds would need to be much more numerous, so that repeating sequences or combinations do not arise.

The essential aim here, would be to help create the impression of a wider crew in compartments beyond those currently modelled.

I would think with the number of German players we have, a system for player-generated sounds being uploaded in authentic language and the non-German players could concentrate on the remainder.

In this way a large sufficiency of suitable sounds could be crowd-sourced for an algorithm within the game to pick and choose from. As the sounds are merely a low ambient sound, there's no reason why every player needs to hear the same sound at the same time. This avoids the requirement for data transfer to synchronise them, in the main. The one's that should be synchronised are those associated with systems. So, for example, a single torpedo reload should probably be heard by all during that process, continuing until complete, even if silent running were called for (?). Likewise the "clack" of levers controlling the e-motors, as these effects inform the players as to the configuration of the boat, and are not merely ambient sounds.

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