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  1. Not exactly a game mechanic, so I suppose this thread goes in this forum. Click here to listen to my 4 hours of work. Imagine a 3-engine atmospheric hovercraft 10 meters ahead of you. We've been teased screenshots, models, textures and music, but we haven't really been teased interesting sound effects (outside of cockpit_enter sound and footsteps_grass.ogg). This leaves me cause for concern, that one of the most important tools in immersion, sound, could be taking a bit of a back-seat in Dual Universe. (Unigene2 defaults? Good enough! ) Coming back to my little sci-fi jet engine type of thing, I know it's not amazing by any standards, personally it sounds like something from a low-budget sci-fi short, but the sound itself is not the point, I'd like to emphasize what happens to the sound as the 'craft' moves up and then away from the listener. Most open-world sandbox games do not handle sound coming from extreme distances very well, or at all.(*cough*spaceengineers*cough*) I hope Dual Universe has plans to make a proper soundscape on planets, where you can hear what you can see, as it is a key factor in immersing the player in the first few hours of game-play on a planet. Seriously. Am I the only one who really wants to hear a Ker-Thunk coming from across the valley, several kilometers, when someone's construct explodes? Or a deep rumbling in the sky when a heavier aircraft flies across the sky, a kilometer or two away. Mmmmm... oops, better stop drooling.
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