Dev Insight – Audio Design Recap & What’s New in Update 2.4
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[/p][p]With the upcoming release of Update 2.4, we are excited to unveil several enhancements to the audio experience that will significantly improve clarity and readability within the game. To provide some context for these changes, let’s take a moment to reflect on our journey from the beginning of this discussion. [/p][p]For us, a core aspect of Hunt’s appeal and identity has always been its immersive world and its intrinsic connection to audio. Players engage with an environment that 'speaks' to them—whether it’s the unsettling buzz of a hive, the distant barking of dogs, the sharp crack of a gunshot, or the profound silence that follows. These auditory cues are not only crucial for gameplay but also serve to deepen immersion. Striking the right balance between Hunt’s dark, naturalistic audio aesthetic and the clarity needed to support the game’s competitive nature is a fundamental focus for us as audio designers on Hunt: Showdown 1896. [/p][p]With this in mind, we have implemented several changes throughout various areas of the game that moves the needle a bit more towards gameplay readability. [/p][p]Here’s a recap of some of the changes we’ve made in previous updates and what is more to come in 2.4:
[/p][h2]Bug fixes: [/h2]
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][h2]Bug fixes: [/h2]
- [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.
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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]
- [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]