Ambient 'interior' base sound design
aeroripper
Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
Just tried out the experimental version of the new build. The bases should (eventually) have their own distinct sounds while walking inside. Some notes:
I think this would add a lot of character to bases, and move away from sounding like "the same as outside but with walls".
- The exterior 'fauna' sounds should be muffled everywhere in your base so its not so loud while inside, unless there's a giant fish nearby.
- You should be able to hear quiet air blowing through the smaller connecting corridors, similar to background air conditioning. Youtube reference for ISS space station:
- Each 'room' set-piece should have its own soundscape.
Generic rooms should have a slight echo, the moon pool will have an echo and a watery chamber sound, and the observatory should hear water swooshing by and play this subnautica track if the user is standing in the room for more than 10 seconds: - Bases that are between certain depth milestones (100m, 500m, 1000m, etc...) will sound a bit different than surface bases. Perhaps they creak/groan more often due to the pressure.
I think this would add a lot of character to bases, and move away from sounding like "the same as outside but with walls".
Comments
Electrical hums(only if the base has power)
Dripping when base integrity is low
Water lapping(when flood water is behind a bulk head)
Water draining obviously when flood water is being drained