Is it possible to split the audio volume controls into categories to allow adjustment of each type. eg. Music, Environment, Player.
When I record videos for YouTube I tend to "massage" the volume controls of games to allow the best blend of sound.
To me the rover driving sound is pretty weird. It feels too loud an becomes rather annoying after a short while.
If an electric vehicle makes a humanly audible sound at all I'd expect it to sound similar to the sound in this video.
This video gives another example (which might be useful as inspiration for the sound design). However with the rover accelerating much slower than a F1 car this sound would be too aggressive and loud.
I am aware that mars's atmosphere is thinner than earth's and has a different composition. This would probably cause sounds to become lower pitched on mars. Since we are wearing a pressurized suit I'd expect the helmet to filter high pitched noises from the electric motors rather well. However I'd expect to hear dull, muffled noises caused by driving over smal rocks or uneven terrain.
Suggestions for improvement:
- Change the electric motor sound based on the samples above but make it rather quiet
- Use the electric motor sound in the acceleration phase but (almost) mute it when having reached travel speed (like in the 1st video)
- When moving with travelspeed dull muffled sounds caused by the terrain should be audible
The following video could be a good reference point for the terrain sound while driving (minus the occasional cracking underwood and humming sound on the right channel). Of course it would need to be damped because of the thinner atmosphere and sound damping caused by the EVA suit:
This may be just a placeholder effect for now, actually, but currently when charging a backup battery (via crafting), the same sound is played as when filling an oxygen canister. Maybe something along the lines of some low electrical humming would work and possibly not too difficult to find/create?
When continuing from a save made by resting in a remote outpost / pop tent, the breathing sound when sprinting will be missing until entering then exiting a habitat for the first time in that game session.
There was a similar issue a while back when starting a new game, something about certain sounds being initialized only when going through the airlock cycle to exit a hab; this probably has the same cause.
After starting a new game, the heavy breathing sound which can normally be heard while running is missing until you haven entered and exited a habitat for the first time in that game.
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