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Under The Hood: An Inside Look At HDR Audio Coming To Rocket League

There are just 10 seconds left in a tied game. Your teammate has possession, and passes it your way from the wall. You place the shot above the backboard where your opponent can't reach it, launch your car into the air with your remaining boost and follow up the backboard shot with a perfectly placed goal. The Goal Explosion ignites as time expires. The exhilaration is nearly tangible. But meanwhile, there are hundreds of sound effects occurring inside the game that supplement all the excitement of the moment: the siren, the announcer, the crowd, and that only scratches the surface. In moments like this, it may be easy to overlook the sound of Rocket League, but these sounds are an essential part of the experience.

The audio team at Psyonix works tirelessly on the sounds within these moments so Rocket League is able to achieve maximum levels of hype. Recently, the team that consists of sound designer Stephen Lichota, technical sound designer Miles Flanagan, and audio director Mike Ault has been hard at work on bringing High-Dynamic Range (HDR) Audio to the game. In today's world of 4K screens, the term "HDR" is usually reserved for vivid imagery on televisions, but it's also a part of the audio world. HDR Audio may share the name of HDR imaging, but it's a different concept entirely. While you need an HDR television to enjoy HDR programming, HDR Audio doesn't require any additional hardware and is specifically designed for video games. It enhances the mix of the audio so players will be able to more clearly hear the sounds that are important in the moment. That's the simplest way to describe this audio system that is anything but simple.

"HDR Audio is one of the hardest things to explain," says Stephen. "Even when we're constantly working with it, it can still throw your brain for a loop. Normally, you have a fader that you can adjust to make certain sound effects louder than others. It doesn't quite work like that in HDR Audio. It doesn't make sound louder. Instead, it makes other sounds quieter so there's an emphasis on specific sounds. So, then you're trying to listen for the things that the system is altering."

That's essentially what Rocket League's upgrade to HDR Audio is going to do. The sounds that are more important will be prioritized in a way so that they can be heard more clearly when they happen. "The whole goal is for you to hear what you want to hear the most," Mike explains. "So, you hear other cars, and you hear positional information better like where the ball is. Extra sound effects like crowd and ambience are moving out of the way. It all gives you a cleaner sense of the game."

This new sound mix didn't happen overnight. HDR Audio was attempted in the past, as early as the game's Neo Tokyo Arena release in 2016. But, that audio overhaul came with some growing pains. The world of audio engineering is not an exact science. There's only so much testing you do before the game is being played in online conditions. It's nearly impossible to recreate every combination of audio cues that could possibly happen in any given match. Plus, each update with new Boosts, Arenas, Battle-Cars, and Goal Explosions adds to the ever-growing library of sound effects.

"Rocket League is in its fifth year," Mike says. "There's so much sound-related content when you consider boosts, crowd noise, engine audio and so much more. Then, you stack 20 or 30 of those sounds at any given time. It can be pretty daunting to find where something is sounding wrong."

In addition to that challenge for the audio team, there's the issue of players experiencing the game's sound in vastly different environments. Some players rely on speakers built into a TV or monitor, while others may have high-fidelity sound systems. Most players, however, use headphones during their gaming sessions. In the past, Rocket League's audio mixes were primarily designed on top-notch sound systems, but that's not how most people are listening to the game's audio. The HDR Audio update is the game's first audio mix that was designed with a focus on headphones.

"When we did our last mix, we were doing it in one of our rooms in super high fidelity and listening to the audio at a louder volume than our community listening at home at night could realistically reproduce," Mike explains. "We created a very dynamic mix that we thought sounded fantastic. The vast majority of our players don't play Rocket League that way. So, rightfully so, we got a wide range of player feedback. This time, we took every step we could to recreate listening situations that our playerbase commonly experiences."

Throughout the development of this mix, the team played different games that handle dynamics in various ways. One game that stood out as an audio benchmark was Rainbow Six: Siege. According to the team, the sound design of Siege stands with its range dynamics of tensely quiet and bombastically loud states. Miles says that while this design can help guide the direction of Rocket League, Rocket League is a different beast entirely. "In Rocket League, you're driving a car that's accelerating and boosting nearly all the time," he explains. "That's essentially the only state of play, whereas Siege has two very different general levels of audio. It's a different case, but we can definitely take some useful cues from Siege."

One of those cues is to bring adjustable Dynamic Range Controls to Rocket League in a future update after HDR Audio hits the game and the team is able to monitor player feedback.

Once HDR Audio rolls out with the next update, the best advice Mike can give: have an open mind when you hear the changes for the first time. "There's this phenomenon in the audio world called 'temp love,'" he explains. "It says that people get attached to what they're used to. We're asking people to give it a chance. It will sound different. If it didn't sound different, then it defeats the purpose of remixing the audio. We genuinely feel that this is a major improvement and hope people approach it with an open mind. We're looking forward to hearing community feedback and using that to create the best possible listening experience."

Look out for HDR Audio in Rocket League's next update scheduled for August 27.

Community Spotlight: Training Pack Refresh

With Rocket League Championship Series (RLCS) Season 7 in the rearview mirror, that means it's time to refresh the featured Training Pack Browser. While the previous pack featured creations from RLCS pros and former pros, this new collection has been hand-picked by Psyonix and should help several different facets of your game.

Check out the nine featured packs that will help improve your Rocket League fundamentals like dribbling, clearing, passing, double touches, backboard shots, and more!

#

Author

Pack Name

Difficulty

Code

1

Virge

Dribble Training

Champion

04C1-42C8-6E5D-6F75

2

Mertzy

Recreating RLCS7

Grand Champion

D7B1-F15D-E870-0F8D

3

Wayprotein

Novice Defender

Gold

87E7-773A-CBE5-B2C3

4

Lachinio

Backboard Shots

Champion

AFFD-5023-BD4F-D320

5

Johnnyboi_i

Clearing for Beans

Champion

3B34-F63D-27BE-8404

6

Majowww

Treino De Walldrag

Champion

5008-1A49-7B3A-AA4E

7

FLuuMP

Pass Training

Platinum

BFD6-DA9F-49A2-81B3

8

Wayprotein

Shadow Saves

Platinum

6A8C-7B90-2AAA-B6B5

9

Plasmid

Self Double Touch: Pro

Diamond

E8EB-C454-38AF-9637


As we previously announced, Competitive Season 11 is coming to a close on August 27. Hit these training packs hard to elevate your game and get to that next rank before the season ends! Don't forget, you have to complete your placement matches in a Competitive Playlist and fulfill the appropriate Season Reward Level in order to earn your rewards for Competitive Season 11.

Think you've created the next great Custom Training Pack? Let us know by sharing it on Discord, Reddit, and Twitter. We go through fan-submitted Training Packs each month, and could even choose yours for our next Community Spotlight!

Rocket League Fall 2019 Roadmap



These summer months have been by far the most radical Rocket League has ever seen. We hope you've been enjoying Radical Summer and everything it's brought to the game, from the three different Event Stores to the Ecto-1 and Knight Rider Car Packs. Millions of matches were played in the limited-time mode Playlists, and the plays you pulled off on the pitch were incredible. Thanks for sharing your clips!

Radical Summer is in its third and final phase before the redemption period begins on August 12, so it's a good time to look forward to the rest of 2019. There's plenty to discuss that we're excited about including the remainder of Rocket Pass 3, Rocket Pass 4, and more!



ROCKET PASS 3 IS EXTENDING, AND A GLIMPSE AT ROCKET PASS 4

We heard you. The gap between Rocket Pass 2 and Rocket Pass 3 was too long. So, we're extending Rocket Pass 3 to the beginning of Rocket Pass 4. Rocket Pass 3 will be live until August 27, however no new Weekly Challenges will be added. The next Rocket Pass will begin on August 28.

The next Rocket Pass will slightly change the Weekly Challenge System. Weekly Challenges will stay active throughout its duration. This means that you'll be able to complete Challenges from previous weeks throughout Rocket Pass 4.

We're looking forward to revealing all the rugged items in August. If you're looking for a sneak peek at the featured Battle-Car, take a closer look at the Radical Summer trailer ...



COMPETITIVE SEASON 11 ENDING AUGUST 27

There's only a month left in Competitive Season 11. As stated above, Competitive Season 11 will end on August 27 and Season 12 will begin on the same day following a title update. We'll reveal the next Season Rewards as we get closer to the end of the season.

Like previous Competitive Seasons, there will be unique rewards for Bronze, Silver, Gold, Platinum, Diamond, Champion, and Grand Champion ranks. Plus, unique Extra Mode Grand Champion titles are returning from previous seasons.

Be sure to keep grinding those ranks over the next month. You have to complete your placement matches in a Competitive Playlist and fulfill the appropriate Season Reward Level in order to earn your rewards for Competitive Season 11.



AUDIO CHANGES INCOMING!

Listen up! As we heard the reception to our audio changes from the previous update, we are making additional changes in the next one. High Dynamic Range Audio will be ready to rock and roll as a part of the next game update on August 27, which we hope will be music to your ears! Stay tuned for an in-depth look at the new sound of Rocket League in the next couple weeks.



ON THE HORIZON
New Stats

Two new stats are being added to all game modes: “High Five” and “Low Five.” Pull off a High Five by hitting your teammate in midair after scoring. Low Five is the same thing, but on field level. Plus, Hoops is getting its own new stat called "Swish." As the name suggests, Swish is achieved by scoring without the ball touching the rim.

Return of Haunted Hallows

We're in the planning stages of our third installment of Haunted Hallows, which is coming this fall. We know that following Radical Summer is a tough act to follow, but we're cooking up some wicked new content!

New and improved tournaments

One of the goals in 2019 is to revamp Rocket League's Tournament system. Think of it as Tournaments 2.0. This would include having automated, scheduled tournaments in-game that players could join. Look out for more info on the revamped Tournaments system later this year.

Regarding the last Roadmap

Content that was discussed in May's Roadmap including the Party-Up System, Inventory Management, and quality-of-life improvements to the player-to-player trading system are still in development. The goal is to roll out this functionality later in 2019.

Live Now: '80s Television

Don't touch that remote! The '80s Television phase of Radical Summer is now live, and the iconic vehicle, K.I.T.T., is now available in the Knight Rider Car Pack!

Click here for more details.

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Double XP Weekend Starts July 18



Rocket Pass 3 is still charging forward. So, if you need a boost to get to the Pro Tiers, this weekend will be the best time to play. Get ready for our next Double XP Weekend, which will kick off on Thursday, July 18 and end on Monday, July 22.

Once 2XP Weekend begins, you'll earn double the amount of base experience in all Casual, Competitive, Extra, and Spike Rush mode Playlist matches via the "+100% special event" XP bonus.

Check out the official start and end times below and enjoy the extra XP!
  • 2XP Start Time: Thursday, July 18 at 2 p.m. PDT / 9 p.m. UTC
  • 2XP End Time: Monday, July 22 at 10 a.m. PDT / 4 p.m. UTC