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Some Standard Sounds from ED for Missions?


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To me, good (fun) missions are far more than just throwing a few units together. Good missions tell a story, or at least have some sort of progression, and gently guide the player along, giving some unobtrusive feedback at key mission points.

One proven way to do that is playing a sound effect to accentuate this. Let me give a small example: we've all heard Wags patiently exhorting us to 'press space bar to continue' -- and after doing so, I bet that half of us wished that DCS gave a subtle response, to acknowledge that the keypress was received: a soft "blip", "tick", "shlick" or "tock" perhaps.

It's this kind of subtle feedback that (for me) adds polish to an otherwise merely well-crafted mission. And that's true not only for tutorials, but for all missions in general. These "non-world sounds" that are driven by the mission's meta-level help us to better understand where we are. 

Moreover, I feel it is important that these sounds are recognizable across missions - that 'acknowledge' sound that is played after pressing the required key in an Su-25T tutorial should be the same sound effect that is played in the Mosquito, Hog and Fulcrum - when it means the same thing, of course.

Currently, anyone who writes a mission has to supply their own sounds for everything. This means that not only sound quality varies greatly - it also means that there is no learnable standard of what a particular sound means in the context of the mission (the aural grammar, so to speak), and it also sadly means that many good missions omit mission-level feedback, preventing them from becoming great ones 🥲 

To counter this I propose that DCS provides a small library of sound effects that mission designers can tap into without having to add them by their own. A small selection of sounds that - when used - are recognizable and learnable. It shouldn't be a large selection, just the bare necessities. I'd be happy if DCS could provide six sounds for mission designers so they can accentuate the following:

  • A "low priority" sound - a low importance mission event has occurred or started (e.g. a mission stage began)
  • A "high priority" sound - something of high mission priority is occurring or has finished (e.g. a mission objective reached, a stage concluded)
  • A "OK" sound to acknowledge an expected event was received - like a keypress, reaching a location etc. 
  • A "Reject" sound to acknowledge that something unexpected or flat-out wrong (from the mission's perspective: killing a civilian, pressing the wrong button)
  • A generic "success" sound 
  • A generic "fail" sound 

And if we want to go wild, I'd love to have ED to throw in the two 'game interaction' sounds 

  • "end radio transmission - click" sound - to indicate some station has just talked to you (usually via trigger.action.outText())
  • "radio transmission click-click" sound - to indicate some station is acknowledging your command (usually given via a "communication->other..." command

Only six (or eight) small sounds can go a long way to not only make mission more polished (aural feedback on the mission level), but to furnish better, more instinctive understanding (you don't have to learn the 'audio metaphors' of each mission, the "OK" sound is the same across all missions). Oh, and missions no longer have to provide these sound files, making them smaller, and less of a copyright headache when including audio (I no longer have to secure the copyright holder's OK for the sounds I include before I publish a mission). Of course mission designers are free to still provide their own audio as before - they are merely in addition to the existing standard library of sounds.

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