EFT Devblog. Работа со звуком (sound production)
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EFT Devblog. Работа со звуком (sound production)

Greetings, friends, denizens of Tarkov! I’m Vadim and I’m the one in charge of the sound and video for Battlestate Games. In this issue of dev diary we will show and explain our approach to recording of sounds for the Escape from Tarkov project. For our purposes, all sounds can be categorized into weapon sounds, ambient sounds, movement sounds and sounds of interacting with objects, character voiceovers – obviously – and various specialized sounds. To recreate a feeling of living world, we need both general soundscapes of nature in different weather and time of day and separate sounds that create these soundscapes. For instance, that’s how we recorded the ripple for the brook with artificial rapids, the one that flows to the gulf through Customs. That’s what it takes to deliver the joy of lively flowing water, [joking] exerting ourselves, risking our health… Needless to say, the very idea of shooter is impossible without firearms We have already shown, many times, our visits to our renowned weapon producers. The essential purpose of such visits is recording of specific weapon sounds and, whenever possible, some footage to show you the process. However, beside sounds from open ranges and closed galleries, we also need to get a comprehensive natural noise of weapon operation in all imagineable environments. That’s why we record everywhere: field, woods, different types of indoor facilities. Hello, everyone in Tarkov We are now proceeding to record an AKM. And now, basically the same, but with silencer. Well, I guess you’ve heard how well the silencer works. Hand-crafted, by the way. Maybe we’ll tell you about it later. No easy path to live sound recordings. Check out the conditions. Like bamboo in Vietnam. No digital reverberator will ever come close to a true live sound. But here… here it is au naturel. Recording! I’d like to tell you that’s how weapons really sound in spaces like this one: like a sledgehammer against an iron plate. Ew, dust all over place. Silenced AKM, resuming record. Ready… Recording! Mag change And now we’ll start recording sound in closed space. It’s a bunker with rather tight concrete corridors, but I guess you’ll see it yourselves. Ready? Recording Stopped. How does it sound? Heavy aural punch indeed. Blessed be the headphones. Silenced AKM shots. Ready? Recording! That’s it. It’s still snowing concrete as usual, but I might add that even in such tiny concrete space the silenced sounds are much easier to bear. Hope you can hear it too. We are now at the special firing grounds divided into several rooms and will now record advanced weapons. Escape from Tarkov is, first of all, a shooter about tough guys scrapping it out in abandoned city. And that means we also have to recreate quality sounds of character movements. Taking into consideration equipment and the type of surface the character is moving on. Surfaces include city streets, industrial parks with various facilities and basements, woodland patches and open spaces… And to create really high-quality audio environment the team visits the respective locations. As you can see, everything is being recorded live with all equipment and weapon in hands, so that all small sounds, clanking etc get captured on record We’ll now commence recording sounds of all kinds of movement in gear Falls, various rustle of fabric, and so on. The region still has some derelict landmarks Finally found some abandoned bomb shelter with a bunch of junk on the floor. Right what we need to record the sawmill. Recording shotgun hits. Tarkov, however, is not only about combat, but exploration as well, which means we need not only movement, but also sounds of interacting with the whole bunch of different objects. For example, to grab a bite in a raid, a character must take the food out of backpack, open up a can, eat the contents and down it with drink What’s the treat of choice, sprats or mackerel? I’d go with sprats. Alright, while it’s all quiet at the customs and in dorms I guess we have a chance to sustain ourselves. The most pleasing sound Cheers! On one hand, the sound recording process takes quite some time and effort, there are many professional aspects to consider For instance, we use specific microphones for different purposes same sound gets captured on different recorders with different settings and at different distances. That’s how it’s done, folks. In the woods. Over natural background ambience No parasitic ricochets, echoing and such crap. Nature at its finest Bon appetit, stay healthy On the other hand, it’s still a creative process which is full of funny moments. For example, we often have to pause and wait for occuring background noise to subside. Which is especially enfuriating at 3 a.m. when everyone and everything is expected to sleep, and not fly, ride, or bork. Planes are our bane, never stop making noise. Let’s See Who You Really Are! Well, that’s how, in broad strokes, the work with sounds looks. That’s just a start, or course, from here on the sounds get processed, integrated into engine, adjusted… But that will probably be the topis of one of the next diary issues. All the best, and happy hunting!

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100 thoughts on “EFT Devblog. Работа со звуком (sound production)

  1. so thats why you can hear every gun in the game ads, theyre using a cheap jankey ak with half the screws rattling! ahaha. quality guns dont make a sound when you raise or lower them

  2. "Что вы делаете в моём бункере? Вы хотите записать звуки выстрелов? Ооох"

  3. is it possible that you you used the sound of confined space as a general sound? So when somone shoots a gun in dorms on customs, for me standing at gas station it sounds just the same as if I was in dorms too, just a bit quieter… I think most tarkov players will know what I mean. You should have recorded the confined sound from inside and outside the building…

  4. One of the many reason i love this game… The devs actually give a shit about realism and as a sound designer, the sound production team did a fantastic job with all the foley work.

  5. Осталось запилить нормальное позиционирование звуков чвк в игре, и будет збс.

  6. Без преувеличения, в этой игре лучший саунддизайн из всех, что я когда-либо слышал.

  7. All the audio files and insane game details in a 10GB package. You folks did it, one of the best shooter games in the world that takes low storage capacity

  8. I love how russians always find the simplest and most efficient way. no bullshit equipment just a microphone, real talent, and determination. Thank you for making EFT <3

  9. 6:45 So this is the bastard that is giving away my position when I turn around too fast in dorms and get swarmed by a 4 man…

  10. Am just here to see the man, who thinks, popping a pill sounds like exploding teeth and walking on wood like stomping on it. The sounds your own character makes, is just unrealistic loud! Please fix this!

  11. on occasion the sound will become reversed for the whole match. things that sound like they will be coming in front of you are behind and below becomes above. but its not every match.

  12. Что-то не видел зимних карт. Звук зимой очень другой. Вещества при низких температурах меняют свои свойства, и звуки естественно другие издают. Ну и да, русский человек не может не пожаловаться на то как ему тяжело работается. Это у нас повод для гордости

  13. Игра зацепила. Звуков в игре оооочень много иногда до голюцинации прислушиваешься .

  14. звуки классные в игре, но блядь позиционирование звуков в игре это пиздец…

  15. Good to see some creative work and effort going into the game, but please fix the transition of sound effects when exiting or entering a building, its too….sudden is the word, could be blended a bit better but the sounds apart from that are amazing.

  16. Звуки в игре – ОГОНЬ!!!!!
    Но на мой взгляд при беге и прыжках ну очень уж шумит персонаж (как будто бы берцы на пару размеров больше и не зашнурованы… Бежит и топчет как дрянь…🤭) ЧВК не должен так шуметь – он же подготовлен как ни как….

  17. As a gamer and production enthusiast, this is an example of a great game. They are using the real sound of the gun in different enviroment. The echo of the gun in a close area is so good. I like it.

  18. Откуда тогда в игре этот хлопающий и непонятный звук при прыжке, так ведь не должно быть

  19. You needed to record sound with magazines in pouches like the artists rendered ingame, the sound of clanking plastic is missing

  20. Я так понял вы с холостыми записываете звук…. Кстати ,с боевыми совсем другой звук

  21. Очень много звуков даёт разгрузка с магазинами. (Брязгание ,побегайте услышите)

  22. I love everything about this game the only thing I don't like to many campers waiting for you to get to the extraction point

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