Improved Sounds
音效改进
Upon version 9.14‘s release, the sound in the game will be significantly reworked。 Thanks to the transfer to the Audiokinetic WWise sound platform, sounds became more informational, realistic, and atmospheric。
在9.14版本发布的时候,游戏中的音效将会被明显得重置(意思就是你能很明显的发现音效被彻彻底底地重置了),感谢转移到了Audiokinetic WWise音效平台,这让音效的信息更加丰富,更加真实以及听起来更加大气。
A preview of the new sound ambiance in World of Tanks will be available to all players who participate in the Common Test of Version 9.14。
坦克世界的一个新的预览版环境音效将会存在于所有玩家都能玩的常规版本9.14里。
Changes in sounds compared with previous testing versions:
旧版的音效与测试版音效的对比
Reduced the number of sound events:
减少触发音效的次数
sounds of hits on vehicles that are more than 100 m away are no longer played。
击中超过一百米外的车辆不再能听到音效
Changed sound events upon crew injury, when a tank is destroyed, and when receiving serious damage。
在车辆被严重损坏或者是被摧毁之后,受伤成员的音效(语音)将会有所不同。
Reworked the sounds of high-calibre guns。
重置了大口径炮的音效
Battle ambiance
战斗的气氛
Battle ambiance will change considerably, through an overhaul of all existing sound effects, as well as the introduction of new ones。
战场的环境音效将有较大的变化,不仅通过对现有的音效进行大刀阔斧地改变,还有引入一些新的音效。
Owing to its modular architecture, each game event will have its own distinct sound: now, each sound effect is made up of between 10 and 30 distinct sound sources。
由于其模块化的架构的关系,每一个事件都有他自己独特的音效,而现在:每一个音效都是来自10-30个音源。
In this way, the highly diverse sounds make every gameplay event unique and distinct。
在这种情况下,高度多样化的音效使得每一个事件都是独特,与众不同的。
Moreover, the new sounds were recorded with the use of authentic vehicles at a real proving ground。
此外,新的音效是来录制于真实的,曾经下过地面使用的真实的车辆。
The number of different engine sounds has increased threefold。 Gasoline and diesel engines now have different sounds。
不同的发动机音效的数增加了三倍。汽油和柴油的发动机现在拥有不同的音效。
Added sound events for gears shifting, operation of the suspension and the transmission。
增加了齿轮变速,悬挂和传动装置的声音事件。
Unlike in previous sound tests, sounds of hits on vehicles that are more than 100 m away from the player‘s vehicle are not played。
与以往的音效测试不同:在一百米外击中的车辆的音效没有被放出。
Added more distinction to sounds of hits by different shell types (HE, AP, HEAT)。
增加不同类型的弹种的音效,来更好的区分他们(高爆弹,穿甲弹,反坦克高爆弹)。
Added sound events upon activation of Consumables。
增加使用消费品(修理箱,急救包)的触发音效。
Added sound events upon critical hits to modules。
增加击中模块的音效。
On non-penetrations, or a shell passing by, it is now possible to approximately determine the shell‘s calibre。
可以通过未击穿或者跳弹来辨别炮弹的口径。
Reviewed SPG damage sound events in Artillery Aim: now, when the tank is damaged, a player hears this from inside the cabin。
修改火炮在鹰眼视角下击伤的声音事件:现在,当坦克被击伤,玩家能听到一个从车体内发出来的声音(不是很清楚这个是听到自己被击伤的音效,还是敌人被击伤的音效)
Sound component optimisation
音效组件的优化
Optimised the consumption of resources by the sound component。
优化音效组件的资源消耗。
Transfer to the new Audiokinetic WWise technology allowed us to move sound calculations to a secondary CPU core, thus having improved the performance of the game client。
转移到了一个新的Audiokinetic WWise技术,能够允许我们去把音效的计算转移到一个二级处理器,这将提升游戏客户端的性能。
Advanced sound effects settings are now available to players, which allow them to further fine-tune the performance of their game by tweaking these options。
玩家可以在高级音效设定进行修改,可让他们可以进一步微调这些选项来调整游戏性能。
Added the ability to fully disable sound, thus increasing performance by 30% on single-core computers。 On multi-core computers the increase will be by 5%。
现在加入了完全关闭音效的选项,在单核电脑上,这能够提升30%的性能,在多核电脑上能够提升5%的性能。
Introduced sound presets for different types of audio equipment: a preset for speakers with limited dynamic range (as in laptop speakers) and a preset for speakers with wide dynamic range are available。
介绍不同类型的音频设备的音效预设:
具有有限动态范围的扬声器的预设(包括笔记本的扬声器)以及一个具有广泛动态范围的扬声器的预设。
Results:
总结:
The vehicle movement physics and sound environment are now close to their final versions。 The development team has carefully studied feedback received from players after previous testing phases and adjusted certain elements of the feature based on that feedback。
车辆运动的物理效果以及环境音效现在也也已经是接近最终版本了。开发团队已经仔细研究了前些阶段的反馈,并且根据反馈调整了某一些特性。
The updated physical model provides for new tactical possibilities in close quarter combat, as well as allowing for more realistic vehicle handling while retaining the vehicle behaviour that players are used to。
这更新后的物理模型可能为在近距离作战提供了新的战术。以及在保留玩家原有车辆的行为下,更现实地处理坦克。
Gameplay continuity is one of the most important factors when deciding whether a new feature is well-received by players。
当要决定一盒新的功能是否受到玩家的欢迎,游戏的可玩性是最重要的因素之一。
While working on the new sound system, we aimed at increasing the informational component of sound events, thus making combat more atmospheric。
在完成新的音效系统的时候,我们的目的是增强声音事件的信息组件,这让战斗更加的大气。
Moreover, great emphasis was placed on optimising the consumption of the resources that are spent on calculating sound。
When your vehicle is driving at a high speed, the sound of wind becomes louder。
车辆的速度越高,风声越大。
New shot sounds are more detailed and realistic。
现在射击的音效变得更加细致以及更加真实。
Added new sounds of ricochets and tracers (passing by shells)。
增加新的跳弹音效和经过的炮弹的音效。
Added a new sound environment for the Garage。
为车库增加了新的环境音效。
Added new movement sounds that change depending on the surface that the vehicle is driving on。
增加了新的运动的音效,音效将会取决于你驾驶的车辆所在的表面。
Informational sound component
音效的信息组件
The information component of sound will be improved: sound ambiance will relay important information that concerns the combat ambiance to the player。
声音的信息组件将会得到改善:如果有注重战斗氛围的玩家,那么声音的氛围将会给他传递重要的信息。
You will be able to follow the course of battle guided not only by the minimap and view range, but also by the informative sound events。 This will help you to take better decisions on the battlefield。
在战斗中,你不仅仅只根据小地图和视野范围去前行,还可以通过真实的音效事件来获取信息。这将帮助你在战斗中做出更好的决定。
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