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Star Trucker News

Update 1.0.43.0 - Custom Control Mapping

[h3]Custom Control Mapping[/h3]
A new “Customize Control Bindings” option can now be found in the Controls option screen

  • Customize inputs for keyboard, mouse and controller
  • You can use this system to switch the left and right analogue sticks on controller
  • Supports US QWERTY glyphs ( extended keyboard support to follow in future updates )

[h3]Balance[/h3]
  • Dropzones are now a little more forgiving when delivering large asteroids

[h3]Fixes[/h3]
  • Fixed issue with “Red Tape and Rockets” showing an incorrect string
  • Fixed issue where locked gate VO would spam you while delivering cargo to Emerald Junction
  • Fixed an issue with security barriers using an incorrect collider
  • Fixed an issue with texture inconsistencies across bulk (triangle) trailer LODs
  • Fixes an issue with “Flap Jack” livery thumbnail not reflecting base livery colour

[h3]Optimizations[/h3]
  • Trailers now use fewer draw calls at lower LODs
  • Security barrier LODs are more efficient


[h3]Wrapping Up[/h3]
Please continue to report issues and oddities to the Raw Fury Support Desk https://rawfury.atlassian.net/servicedesk/customer/portal/1 and be sure to check the Latest News page https://star-trucker.com/latest-news for information on future patches and developer updates.

10-10 ‘til we patch again!

- Dan & Dave ( aka Monster and Monster )

New update coming on November 14th - including custom control mapping!

Yes, the wait is - almost - over!

We are releasing a new patch on November 14th. Some more bugfixes, and the update everyone has been asking for: Keybinding!

It's been a long road and we want to thank you all for staying with us. We've worked very hard to make this happen, so you can experience Star Trucker any way you prefer. There will be a full changelog on November 14th, but in the meantime you can re-read our October catch-up for more info on what custom control mapping entails.

Finally, don't forget we're in the last hours of our sale!

🔹 Base Game – 20% off
🔹 Official Soundtrack – 15% off
🔹 Amped Customization Pack – 10% off
🔹 Hallow's Eve Customization Pack – FREE until November 23rd!

- Raw Fury

https://store.steampowered.com/app/2380050

The Sounds of Star Trucker Pt.2

Welcome back for part 2 of our audio deep dive! If you haven’t read it yet, we recommend checking out part 1 first to give it some context…


In this post, Ross will go into a bit more detail on audio balance and explain his thought process behind the games non-diegetic music.

Oh, and if you like what you hear be sure to check out Star Trucker’s Official Soundtrack. We recently added Ross’s ambient tracks to turn it into a complete collection of all the wonderful music that can be found in the game.

- Monster Dave

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[h2]The Mix[/h2]
In the previous post I talked a lot about the sounds of the star truck. While arguably the most important overall, this is only one part of the Star Trucker audioscape.

In the final mix, we need to consider other sounds such as dialogue, music, user interface, foley and truck alert sounds. I generally like to list categories of sounds in order of importance. This can be different for every game but for star trucker we end up with a hierarchy like this:




This kind of exercise can help to give you a solid footing when it comes to defining a structure for the mix. Practically speaking, the way we went about rationalising this prioritised list in the mix is by using volume ducking on various SFX groups using Unity’s audio mixer functionality.

This is set up by sending signals from a higher priority mix group to a ducking plugin on the receive channel of a lower priority mix group. I like to think of this as a cascade of volume ducking where dialogue ducks all SFX and music, critical SFX ducks all other SFX and music, music ducks ambiences and so on…




Using ducking like this can be both a blessing and a curse, and if you’re not too careful you can lose control of the mix by implementing too many dynamic mix behaviours. Less is more is the golden rule here, and it’s often best to use this approach sparingly.

In Star Trucker, I’m also relying on careful placement of sounds within the frequency spectrum to achieve clarity in the mix. For instance, the dialogue processing is designed to emulate squawky CB radio and takes up a very narrow band of frequencies, so it’s easy to carve out space in other sounds to allow that to have it’s place in the overall mix.

Similarly, the frequency profile of the truck is designed to have a lot of energy in low mids, and also some higher frequency detail, leaving some room in the mid frequency bands for other audio like music. I try to keep a mental map of where in the frequency spectrum each category of SFX or music will live during both the sound design and the mix process. In my head it looks something like this:




This is just a rough representation of where the energy of a handful of audio groups would be focussed. In reality there is a lot more overlap in frequency content, but picturing things in this way can really help to inform mix and sound design decisions throughout development.


[h2]Non-Diegetic Music[/h2]
The in-game playlist of music that you hear on the truck hi-fi was one of the first things we worked on at Laced, and we had the pleasure of being able to collaborate with an amazingly talented roster of musicians to make this happen.

All these tracks were written specifically for the game to fit within this universe. As a result, they perfectly set the tone for the game particularly in those immersive moments when the player can just sit back and listen to some tunes on the radio as they’re cruising through space.

It was clear to me during development that there was also room for an additional suite of non-diegetic music that could help support the quieter, more reflective moments of gameplay such as going for a spacewalk to repair your truck or hitching up a trailer for a long-haul delivery.

With this in mind, I couldn’t help but dust off my guitars and commit some ideas to tape...




Functionally, I knew that I wanted this music to sit in the background serving the purpose of breaking up longer stretches of gameplay with some ambient instrumental pieces. The musical palette of country, rock and blues was solidified at this point, so I set about trying to create a number of tracks that would complement the existing music while embracing a more ambient approach utilising mostly characterful guitar sounds with a small selection of other instrumentation like organs and harmonica. Thankfully, having grown up playing blues and country music in various bands, this genre was right in my wheelhouse.

One thing that I drew a lot of inspiration from is the visual aesthetics that Dave and Dan had so wonderfully realised in Star Trucker. I loved how real the truck looked and felt. The truck bears signs of wear and tear with visual scuffs and dings showing a vehicle that has a history of use. In this sense I really wanted to write music that felt quite raw and unpolished in some senses. This approach allowed me to generate a lot of music very quickly, with tracks coming about from quick sketches, improvisational jams and performances often captured in one or two takes. As such, I’d like to think the instrumental tracks are quite human feeling. There were no click tracks, sometimes the guitars were a bit out of tune and there are audible scuffs and dings to be heard if you listen closely.


[previewyoutube][/previewyoutube]

Once we had whittled down these tracks to a set we were happy with we set about designing a system that managed playback when the game is running. While the tracks do have a certain amount of random probability determining when they will play, we implemented a system that can allow us to more specifically define in what situations the instrumental music can be heard, how often they will play and when they will give way to other higher priority music or SFX.


[h2]Signing Off[/h2]
Wrapping things up I’d just like to say how much of a pleasure and an honour it’s been to work on this amazing little project. Dave and Dan at Monster and Monster have been such wonderful collaborators (we didn’t pay him to say this, honest! - Dave) and I feel very lucky that they entrusted both me and the rest of the team at Laced Audio with the audio for their baby.

For now, keep on truckin’

This is Rosso, clear and gone!


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https://store.steampowered.com/app/3088930

https://store.steampowered.com/app/2380050

The Sounds of Star Trucker Pt.1

Save & Sound has arrived! For those who’ve never heard of it, this is a fabulous online event that celebrates audio in video-games and showcases some incredible talent across a truck load of awesome new games.

During the previous event Randall Breneman made us this fantastic video about the tracks he wrote for Star Trucker.

This year we have an audio deep dive from super talented Ross Stack. It ended up a bit chunky so we’re splitting it into two parts to be posted across the first two days of the event.


We hope you enjoy this little dip into Star Trucker’s audio production and the secrets of our sounds!

- Monster Dave

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[h2]Intro[/h2]
Hi. I’m Ross, lead audio designer at Laced Audio and the person responsible for the sounds you hear in Star Trucker. That includes everything from all the little beeps and warnings in your truck, to environmental space anomalies, and most importantly, the sounds of your truck engines.

But before I delve too deep into the details, let’s go back and talk about my first steps as a sound designer on Star Trucker.


[h2]Finding the Sound[/h2]
When I first heard the elevator pitch for Star Trucker I was immediately sold on the vision for the project. A space trucking sim with a killer rock and country soundtrack with a cast of memorable characters to encounter along the way! Star Trucker was one of those rare projects that so perfectly aligned with my own creative interests, it was impossible for me not to get immensely excited to work on it.

My first experience of the game was seeing early captures of the truck driving gameplay. At this stage, the layout of the truck and core functionality was mostly the same as it is in the final release, save for some cosmetic details and extra modules. It was immediately clear, even from these early gameplay captures, that the truck was essentially going to be the lead character of the game. As such, it was the first thing I focused on as a sound designer.

After a few brainstorming sessions with Dave and Dan, we had outlined a rough idea of how we wanted the truck to sound. Early on, we spent a lot of time discussing the balance of sci-fi, versus more realistic, familiar sounds, and where on this scale the star truck would fit. We established that we wanted to lean into a more realistic approach. We wanted your star truck to feel like a tangible, living, breathing machine held together with nuts and bolts. Personally, I liked the idea of trying to convey a certain fragility in the truck, constantly reminding the player that this thin metal shell is the only thing separating them from the void, so they better take care of it!


[previewyoutube][/previewyoutube]^ Audio pre-vis supplied to Monster and Monster for sign-off of on audio concept


I started by mocking up sounds to the gameplay captures as if I were tracklaying sounds for linear media like TV or film. This approach is always quite freeing and allows you to establish a creative direction early in a project that can serve as an anchor point as you progress.

That said, throughout this process I’m always thinking about how these sounds are going to be implemented in a technical sense. Full disclosure here, I spent four years working as a sound designer on Elite: Dangerous, and I’d be lying if I said I didn’t let some of that experience inform my approach to Star Trucker.

To keep the sounds of the truck grounded and realistic sounding, most of the characterful source sounds for the truck engines actually come from a variety of vintage trucks such as a 1979 Mack Semi.




Using these realistic source sounds is really useful for adding an authentic flavour to the star truck, but one of the problems that you run into is that when you start modifying the pitch of these assets too much during gameplay, the illusion can be broken, and they actually start to sound unrealistic.

We’re so accustomed to hearing the sounds of combustion engines, that when we’re presented with a facsimile of this, we can easily tell it’s a fake. To combat this, I added some subtle synth and turbine layers to the sounds of the star truck to gently pull it away from sounding overtly truck-like. These new layers responded much better to being pitched up and down at runtime because they didn’t have so much complex frequency content, allowing them to serve the function of conveying speed, whereas all of the real world source sounds give the star truck the sense of character.


[h2]Implementation[/h2]
Once the Monsters were happy with the previs, I started breaking the truck sounds down into separate looped layers, each describing individual elements of the inner workings of the truck such as thruster loops for pitch, yaw, roll, engine idling layers, engine acceleration layers etc.





One of the things I needed to consider was how the truck would sound based on whether you were in first person or external view. This resulted in having to design separate sets of sounds for both perspectives. All in all, I ended up with about 17-20 SFX layers for just the truck movement alone. This might seem like a lot, but during gameplay generally only hearing 6-8 of these layers at any one time.

Let’s talk about how these sounds are implemented. For the Star Trucker project we chose to implement the audio using a relatively new middleware solution called Sonity. It ended up being a cost effective solution which enabled us to quickly get up and running with some relatively complex audio implementation.




Above you can see how Sonity allows us to group multiple sounds together, each with their own parameterisation for pitch and volume based on real time data from the truck, and then essentially trigger all of these sounds as one event.

The key to imbuing the truck with a sense of realism was in fine tuning these pitch and volume curves along with the relative balance of all layers so that they feel responsive to player input but also provide useful feedback as they drive. For instance, as you accelerate from stationary, there is more emphasis on bassier truck layers, rumbles and shudders so that you feel the weight of the star truck as you slowly gain speed. These layers then fade out over time making way for mid-centred engine sounds that convey a truck at cruising speeds.

Check back tomorrow to learn about the mix & non-diegetic music!

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https://store.steampowered.com/app/2380050



No Trick, Just a Treat!

As mentioned in our October Update, spooky season is well and truly here and to celebrate, we have a new customization pack rollin’ out for Star Trucker.

This pack will be FREE until 23rd November so be sure to grab it asap. It’s our way to say thank you for all your support at launch and sticking with us while we continue work on custom control mapping alongside other quality of life fixes and exciting new features!




This pack features:

  • “Flap Jack” Paint Job
  • “Bat Attack” Hood Ornament
  • “Gothic Edge” Truck Grille
  • “Summoner” Sensor Manifold
  • “Mitered Fang” Exhaust Stacks


Once unlocked, customization items will be available to equip for free from the Body and Paint Shops.

You can grab the “Hallows’ Eve Customization Pack” here.








https://store.steampowered.com/app/2380050