Enhance Immersive Sound Design with Diegetic Audio Elements
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Diegetic and informative sound design
First of all, love the game, will be buying as soon as it's available in Early Access or otherwise. Secondly I feel like improvements to sound design could make the game way more immersive while giving players more information about what's happening around them.
- NATO Phonetic Alphabet: The announcer in Conquest refers to points A, B, C, D, E. The NATO phonetic alphabet would be more accurate both lore wise as well as in terms of clarity. Here’s a great video on the history and logic behind the alphabet https://www.youtube.com/watch?v=UAT-eOzeY4M
- Diegetic Announcements: The announcer sounds impartial and disconnected from the, but making them sound like a commander on the battlefield would be better. They could be stressed/worried when losing and triumphant when their team is doing well. A radio filter would also make it sound like they’re in the game
- Injury/Death Cries: I often mute my in game chat audio (because of toxic and/annoying players or because I’m using an external voice chat tool with friends). Without any chatter - the game sounds incredibly empty. Even if it isn’t muted, my teammates don’t always make useful call outs. Having pain/death cries would be a lot more realistic (also prevent dead people from using proximity chat) but inform players around them about what’s happening to their teammates. Right now it’s like playing a shooter without gunshot sounds.
- Player Barks: Barks (contextual speech) are usually reserved for NPCs, but are useful in multiplayer games for communicating state to players around them. “I’m out” or “I’m hurt real bad!” are useful reminders to assault and medics that players near by need health and ammo. Calls over the radio to engineers to repair tanks would useful. The could be automatic.
- Enemy Barks: hearing the enemy barks is also useful, but should be used sparingly as to not unfairly betray their location. Making the factions sound different from each other is vital for conveying information and improving immersion
- Footstep audio and sound mastering: it’s possible for an entire squad to walk behind you and you’d never know because the footsteps are so quiet. While this is probably more realistic; realism != fun, even though they might be correlated. Flattening out the sound scape might make it a bit more informative and ironically more immersive. Riloe has a great video on the topic: https://www.youtube.com/watch?v=QcV4YlKYtW4&t=1s
Lastly - there might be concerns about combining some the audio elements mentioned here with player chat, but shooter games have had this audio design while being paired with teamspeak, discord and in game chat for decades. Audio track volume settings could allow players to configure the sound scapes that work from them
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Duplicates
The following suggestions have been marked as duplicates of this one:
Enhance Immersive Sound Design with Diegetic Elements and Contextual Audio
by deepwaffle on October 13, 2025 • 1 vote
[ #1 ] about 1 month ago by
Compound post.
-TF
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