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EU4 - Development Diary - 19th of June 2018

Today's Dev Diary comes not from me, but from the auditor of audio: @Audiomancer

Note that while we're talking about "Audio in Dharma", the audio changes are part of the free 1.26 Mughals update

EU4 Dev Diary : Audio in Dharma Expansion


Hello! My name is Franco Freda and I’m a Sound Designer here at Paradox. Today we’re gonna talk about Dharma! EU4’s next expansion and one that I’m personally happy for.


With Dharma we decided to enhance the audio experience a little bit further. In a nutshell, the goal with the Audio in Dharma was to modernize its systems within the constraints of long life-cycle development such as the one from Europa Universalis. Same way that when you first tried EU4 you might have played it on a screen with a 4:3 aspect ratio and now you could be playing it on an ultra-wide display, the audio systems have come a long way in the last few years and therefore we realized some of the sounds could benefit from a wider dynamic range and also reproduce more complex layers.

Of course it’s not only about quality, but also about how can we give you better feedback on what’s going on in the game. Therefore if you listen carefully you will perceive that the audio is also more interactive and more balanced.


The overall loudness of the game has been raised to match industry standards of around -23 LUFS. This in short means, the game is louder and more comparable in volume to other existing titles that you might play regularly. Audio rebalancing, meaning, the mix of all audio elements (i.e. music, sound effects, ui) has been revisited to provide a more pleasant and consistent experience. You as a player still have the ability to alter the volumes of certain audio groups in the Audio tab inside Game Options of course, but predefined values have been established to ensure the initial default mix sounds as we planned it.


All music tracks across all DLC’s have been matched to the same volume to ensure there are no big leaps or drops in volume when randomizing across different songs or choosing your own favourites from the music player.


In terms of interactivity there has been one particular aspect that we know many of you have asked for in the past. And that is: Dynamic sound elements depending on technology and units.


This means that if you’re engaging in land combat and you happen to have artillery, you will hear cannons and mortars now and then, so that means that it will not only have an impact on the battle outcome but also a more coherent audio representation of the battle site. On the other hand, if you’re just starting and have not researched gunpowder weapons you will only hear swords and spears.


Same thing happens with Naval Combat. If a transport ship engages into battle, it will not be as equipped as a heavy ship with 50 cannons. Therefore in the first scenario, you will only probably hear swivel guns and muskets.


Lastly for combat, there’s also been upgrades to Siege. Sortie, Barrage and Wall Breach have their own representative sounds to feed your imagination on what your actions might have caused on the enemy stronghold.

Finally the last area we thought that would be nice to work on is Ambiences. Terrain differences have a big impact on the outcome of your combat, giving modifiers to certain units over others and so on. Now, whether you are in the desert or jungle, mountains or coast, the background sound will also change to represent these opportunities and threats.


All of the many elements mentioned above are integrated and triggered using a layered approach, to increase randomness and to ensure a more dynamic audio flow.


Most of these updates will be coming to you as a free update when Dharma launches, so that all of you have the chance to try them out!


This is all from me this time so I hope you enjoy these new additions as much as I’ve enjoyed working on them! Looking forward to your feedback!

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While I would have liked to elegantly embed audio into this dev diary, I cannot do so with WAVs, so a handful of audio samples are attached to this thread for your listening pleasure.
 

Attachments

  • Siege Barrage.wav
    675,6 KB · Views: 5.184
  • Combat Tier 3, Artillery, Seaside.wav
    2,4 MB · Views: 4.580
  • Naval Combat Tier 1.wav
    2,4 MB · Views: 3.932
  • Combat Tier 1, Elephants, Horses, Jungle.wav
    2,4 MB · Views: 4.241
  • Naval Combat Tier 2.wav
    2,7 MB · Views: 3.415
  • Siege Wall Breach.wav
    1,2 MB · Views: 4.096
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Excellent news, I really felt the original sounds were a bit of disappointment. I saw you included wav files in the post, does that mean that when making mods we can now use wav files instead of ogg, and will mp3 support be added as well? Also, will there be any tool included to make it easier to alter the sounds and add our own music? I know each Western nation sounded a horn for advance, would be great to have that sound in the game at the start of a battle, then the retreat sound when defeated. Zulu and The Battle of Waterloo demonstrate these horns in action excellently.
 
Most of these would have gunpowder units mixed into their army to some extent significantly earlier, though. Gunpowder was around and well-known before 1444 in all of these cultures. They just wouldn't be a dominant component of the army until later. The bigger issue is e.g. American culture groups (other than High American), and some outliers (e.g. Japan, which didn't start producing gunpowder weapons until the mid-1500s, despite them already being in common use in the rest of east Asia).
True, but none of them are considered by the game to have guns in sufficient quantities to warrant even a single fire pip before the stated tech levels, which would seem to indicate that until them, gun-armed infantry are not a significant portion of the armed forces.
 
Am I the only one who plays all Paradox games on mute?

I started playing without the headphones because the sound and music gets repetitive, but nothing beats it when playing while drinking with some good old classical music. There's a descent mod that adds classical music to the game but I'm in the process of making my own with a more British feel. The music is great, just lacks the patriotic marches.
 
Sounds like I'll be able to immerse myself even more!
I'd like to know if these soundscapes are present only with a combat or province selected, or if they're also in faintly play without a selection?
I feel like map viewing should have more ambiance :).
 
Am I the only one who plays all Paradox games on mute?

I started playing without the headphones because the sound and music gets repetitive, but nothing beats it when playing while drinking with some good old classical music. There's a descent mod that adds classical music to the game but I'm in the process of making my own with a more British feel. The music is great, just lacks the patriotic marches.
I used to play EU2 and HOI2 & 3 on mute, but since EU3 and HOI4 came out I play with the music & sound ON. It adds so much to the immersion, there's some wonderful music composed by Andreas Waldetaft, and perhaps more/as important there are audio cues that 'something's happened' that I could otherwise miss.
 
Hey @Thrake! Very quickly put, instead of having one final sound asset (wav file) for one particular event (say land combat) we have multiple wav files that trigger at the same time and the mix between all those elements they build the land combat sound. This gives us a lot of flexibility if we want to represent bigger or smaller armies, different weapons, different components of the army, etc.

Original Approach:

Land Combat event triggers : Land Combat.wav

New Approach:

Land Combat event triggers : Troops.wav + Weapons Tier 1.wav + Arillery.wav + Horses.wav (depending on the presence of those elements)

Is this going to affect performance?
 
Will something like that happen in CK2?

I was just thinking if each combat phase in CK2 had its own sound background, maybe based on troop types (infantry, archers, horses, elephants etc.). With phase change one could add soldier speaking in their native language based on their culture things like "charge", "get back cowards" and some other little bits. Probably really hard to pick the words when 2000 men scream about drinking from their enemies sculls. This mainly came to me after watching some TW: Rome 1.

Is it too late to change EU4 combat model and whole unit mechanics to fully utilize the potential of battle sounds?
 
Is that "standard" the reason i have to play all of my games with Audio Volume set somewhere around 15%?
I'm pretty sure the reason you have to do that is that the amplifier+speakers combination you're using is inappropriately powerful.
 
more power > not enough, as far as sound quality goes. Unless you're using cheap or stock speakers.
From an audiophile perspective generally true. It can be an issue with some digital volume controls that don't offer enough steps though; if you have to choose between 10% and 20% one can easily be too loud while the other is too quiet. Reducing the max volume can mask that problem.
 
^True, and wow, that's a LOT of posts.
From an audiophile perspective generally true. It can be an issue with some digital volume controls that don't offer enough steps though; if you have to choose between 10% and 20% one can easily be too loud while the other is too quiet. Reducing the max volume can mask that problem.
Just curious, do you, or anyone, knows which speakers are the best for a 2.1 setup?
 
With the Creative Zr the driver can be used to even out inconsistent volume levels which is very good for movies where you can hardly hear what the actors whisper about and the next explosion would wake all your neighbours.

If you have that mode enabled you can set the ingame volume to 1% and the driver will raise the volume to a normal level.
 
Long Story short: If I've done this right, it means you shouldn't have to jump and run to change the volume output of your audio system when you load EU4 because it's too loud or too low :) Loudness standards in the game industry is a wink between all of us audio professionals to not run over each other when players switch from one game to the other XD. For more info read the article here

Those PDXcon videos on the PDX youtube channel needs your help, since they are the ones that have forced me to turn up the volume from my standard the most recently.