Dear Devs and Engineers, some audio events from the environment, e.g. doors, parking space ships on platform, come with the audio impression to be very (loud and) close to one’s character.
But that would not be possible, because I wear a helmet all the time and when I look for the cause is might be a door from a space ship on a pad relatively fare behind me, standing in front of my ship on that landing pad in empty space.
Or sometimes in rooms, e.g. bunkers, audio events seem to be very close but nothing near by would be notice to might have caused it, so every time I suppose this audio event must be farther away and think> why is it so loud?
[Q] is a rework of the loudness and spacial distribution of (environmental) sounds / sound events in the making?
Thanks for your post :slightly_smiling_face:
The system that governs the way that sounds change depending on all of the various contexts in the game is called the Audio Propagation Component. This is something that is in constant development, and is always being improved. Unfortunately, we’re still missing a couple of the bits of tech needed to get this working totally correctly. Part of this is also the overall game audio mix, which is something we’re always working on too :slightly_smiling_face:
We’ve made a lot of improvements recently in this area, but wrongly hearing landing gears etc from inside stations, for example, is something we’re still working on :slightly_smiling_face: