Thursday

  • Inside Star Citizen catches up with the Audio team and their work on audio reverberation tech after their previous CitizenCon presentation on Claudius.

Friday

  • Star Citizen Live has Elliot Maltby back on to wrap up the mission they created last week and give it a test in-game! Show begins at 8am Pacific/3pm UTC. You’ll also see the weekly RSI Newsletter delivered to your inbox.

Saturday

  • Starting at 2pm UTC / 7am Pacific, Knebel and the StarHead Federation in our German community will exhibit all the vehicles that keep Star Citizen’s economy running - trading, mining, salvage, exploration, and more! Visit the rooftops of ArcCorp’s Area17, experience air cab service, take part in guided ship tours and interactive games to earn points, and get a chance to win a Drake Vulture with lifetime insurance. You can also watch the event live on Twitch: twitch.tv/knebeltv.

  • Also on Saturday: Fight or Flight tournament begins! Check out the heated 2v2 competition live on twitch.tv/ATMOesports at 8 PM UTC and see who moves on to the next round. The top four teams at the end of the series will compete at CitizenCon this year, so the stakes are high! Don’t miss it!

  • Funetto@citizensgaming.comOP
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    11 months ago

    The covered it in a panel at the 2021 citizencon: https://youtu.be/URuzW0a8aY4

    Audio tools aren’t that interesting so not many people paid attention.

    From what my smooth brain understands, it’s basically a sound design tool that CIG uses to seperate audio files from source code. This lets them change audio anywhere on the fly, and audio designers can work independently of the rest of the dev team. Audio queues are hard-coded in, but the sounds themselves can be added and/or changed after an asset is finalized.

    In the context of this new video, Claudius can use context switching. As an example, different audio files can be used based on what environment the player is in. A gun firing in space will sound differently than if it is fired in a cave. Another example they gave was different reload sounds based on how much ammo is left in a magazine.

    The sound designers can basically do whatever they want to audio without having to work with coders.