[/p]
Bug fixes:
- p]Silent/Missing Footsteps: [/p][/*]
- [p]We have resolved multiple issues that could lead to silent or missing footsteps. These were caused by missing or wrongly assigned surface types, no footsteps when running through vegetation, and floating hunters. We monitor this topic closely and continue to investigate if these issues continue to arise. [/p][/*]
- [p]Improved accuracy for positioned Sounds [/p][/*]
- [p]We found a systemic issue with our audio positioning for moving/positioned sounds in the game. While the fix is a subtle change, it overall improves the perceived movement accuracy and “smoothness” for all 3D sounds in the game. [/p][/*]
- [p]The position of a sound is now updated more frequently, resulting in smoother and more precise audio from all sources. You can think of this as an increased frame rate for audio. [/p][/*]
Audio Readability Improvements:
[p]The term audio readability refers to the clarity with which essential gameplay information can be comprehended solely through listening. For instance, there is a distinct difference in the sound of a gunshot fired inside a building compared to one shot outside. [/p][p]
Some of the key areas we have been focusing on, are: [/p]
- [p]Vertical Audio: [/p][/*]
- [p]Underground Audio: [/p][/*]
- [p]Audio Obstruction: [/p][/*]
- [p]Gunshot Improvement - Distance readability: [/p][/*]
- [p]In Update 2.0 we introduced a mixing change the was intended to give our guns a bit more of a cinematic feel in close range. We reversed this change with Update 2.4 which will now help you better judge distances of enemy gunshots in close range. [/p][/*]
- [p]Gunshot Improvement – Interior Tails: [/p][/*]
- [p]Our indoor gun readability for handguns and rifles showed inconsistencies over distance. The new behavior has smoother attenuation for the indoor elements of enemy and teammate gunshots. Besides that, we also took the opportunity to replace outdated indoor tail assets for those weapons. Not only does this fit better with the improved attenuation behavior – we also love the punch of it when firing your own gun inside a building. We can confirm that you’ll be able to experience this change with 2.4. [/p][/*]
- [p](Gunshot) Echo System [/p][/*]
- [p]The release of Hunt: Showdown 1896 saw the release of our new Echo System. The system is only used on gunshots and explosions to give them a more realistic echo behavior. For example, if you see a mountain in the distance, we want you to hear gunshots echoing back from that mountain. [/p][/*]
- [p]We used the opportunity in Update 2.4 to slightly touch the mix on these sounds to make sure they integrate better into the gameplay. [/p][/*]
Ambient Audio
[p]With the release of Mammon’s Gulch and the re-release of Stillwater Bayou and Lawson Delta, one of our goals from the audio side was adding more detail and depth to the sense of immersion in Hunt’s world. [/p][p]In Update 2.0, we introduced a whole set of positioned sounds throughout the map. Players now experience the creaking of wooden footbridges, the metallic clinks from old rusty cranes, as well as adding dedicated ambiences for various environments such as forests, cornfields and wheatfields. [/p][p]We knew about the potential impact of these sounds on gameplay and therefore have been careful with their design, implementation, frequency, and volume. [/p][p] [/p]- [p]Positioned Ambient Sounds [/p][/*]
- [p]With Update 2.4, we’ve performed another pass on these sounds to reduce their presence in the mix even further. Players should now be able to better differentiate between important and unimportant sounds. [/p][/*]
- [p]Environmental Ambient Loops [/p][/*]
- [p]Environmental Ambient Loops (that you can hear when standing inside a Forest, Cornfield, Wheat Field, etc.) have been re-mixed to reduce their potential negative impact on gameplay as well. While still audible, they should now be less prominent and shouldn’t cover any important gameplay related sounds anymore. [/p][/*]