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Overwatch – Play by Sound Panel

by - 7 years ago

Learn how Overwatch’s sound can make you a better player. Hear about our audio design and mix philosophies, and discover how to listen for gameplay cues in music, voice, and sound effects.

Let’s Pump up the Volume! Lucio isn’t the only one who can use sound as a weapon.

Lucio_008

Overwatch is more then just a visually impressive game. The sound can give you cues to help you survive. The sounds of battle can guide you through the chaos.

For example Reapers teleport has more then just visual ques. A widowmaker with sound on should be able to hear that event and have some time to react.

Hero Identities

Winston a raging scientist ape, lovable robot with a pet bird, and a DJ with a sonic blaster all lead to a variety sonic fingerprints.

Winston Recall

Widowmaker sniper shots can tell you how close a shot and what direction just by the sound. She is surgical deliberate and cold blooded. The rifle raising of her gun has snake inspired sounds.

widowmaker-screenshot-004_069Eh

Tracer is temporal, light, and caffeinated. You can hear it in her blink sound.

Tracer Statue

Genji can be described as Sharp agile and cutting. His sounds are inspired by kitchen tools. A wine opener was used for his wrist reload. Cookie cutter used for various clanks. a garden tool became one of his iconic sounds. sword sounds enliven the shurikens. wooden bamboo became his quick. hand movement.

Genji_003

Roadhog is sloppy noisy and scrappy. Jangle of chains lumbering steps and the sound of scrap being loaded is his signature. Harness and carabineers, hook and chains, sweaty leather, and pulleys were just some of the items used to create his identity.

Roadhog

Dynamic Sounds

Making sense in the chaos is what dynamic sound is all about. Low ammo, low shield energy, voice cues, all help you quickly understand what is happening around you. Bullets remaining, heal beam progress, capture point progress, rip tire air time, and crouching are all examples.

All heroes have unique walking identities. Lucio’s speed boost makes you twice as loud, enemies may hear you coming and be prepared. You also have a difference between friends and enemies. Friends you will barely hear. Hanzo has louder footprints so you can find the sniper on the move sooner.

Your audio is unique to your perspective. First Person sfx always the loudest. McCree High Noon has a variety of sounds to make it. Hawk, wind, music and a clock are just some. You will hear a whip and bell as you acquire targets. friends will not hear the whistle and will get much softer. The more you know the more you will understand and be prepared.

Hero Voices

Crispin Freeman joins as the voice of Winston. He goes over how each character is given their unique voice. Winston is big dark and scary but with an idealistic heart. These attributes help the performer change their portrayal of each character. Getting in touch with their emotions is key to believable characters. Imagination is key.

overwatch-winston

Focus on the threat

Sounds can be key to help us focus on the right things. Voices are key. Importances also balance the sounds. Barriers will actually muffle sounds since they things are not as threatening. The sounds is keyed to you. Ultimates are prominate on purpose. Key clues such as turrets, teleporters are pointed out. Friendly units will warn you specifically. Objective status is shouted out.

Importance will be used to alter sound to let you know what is the biggest threat to you. Who am I looking at? Who is looking at me? Who is shooting their weapon nearby? Who is using a dangerous ability? Who is damaging me? These are just some of the factors that are considered when adjusting the audio to your threats.

Toman Neuman Senior Software engineer explains how they take those questions to adjust and your unique audio. He shows as a digram to help explain some key features. You are the blue arrow. High risk targets are shown with a red arrow, and you only get one. Yellow arrows denote normal threat, you get 2 of these audio slots. Everyone else just gets normal treatment, these are shown as grey arrows.

focus-on-threat

They point out a lamppost and a wall will buffer the sound differently. They will map the path of the threat to guide the sound volume.

path-of-threat

All these sound systems make for much more understandable and playable game in the midst of chaos.

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JR Cook

JR has been writing for fan sites since 2000 and has been involved with Blizzard Exclusive fansites since 2003. JR was also a co-host for 6 years on the Hearthstone podcast Well Met! He helped co-found BlizzPro in 2013.


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