Changes to Sound Design in the Special Test
Replaced the current FMOD sound engine with Wwise.
Emphasised the informational component of sound. Now, the players always hear the most important in-game events first.
Fully reworked all gameplay sound content.
New battle ambience is composed of unique content, recorded at various proving grounds.
Increased the overall distance at which important sounds are heard. Now, all events for shots, explosions and hits cover the whole vehicle visibility range (~600m), creating a more informative and immersive combat environment.
Reworked the sound design for both arcade and Sniper aim modes.
Fully reworked the sound of vehicle engines. The new sounds are based on authentic recordings of WWII armoured vehicles.
Fully reworked the sound of vehicle tracks. Now, as with engines, the sound of tracks changes depending on the manoeuvres of a vehicle.
Fully reworked the sounds of gun shots, both inside and outside of vehicle turrets. However, the current system of calibres has been kept.
Fully reworked the sounds of penetration. Now, not only can a player identify the calibre of the penetrating shell—they can also identify how much damage the penetration caused to their vehicle.
While in Sniper aim, players can now identify by ear from which direction their vehicle was hit.
Reworked the sounds of tracers. Now, there is a discernible difference in how shells of different calibres sound when hurtling in close proximity to your vehicle.
Reworked the sounds of vehicle explosions.
Reworked and re-implemented the special sound upon causing a critical hit.
Introduced sound notifications upon destruction of vehicle modules.
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