Justin G. Pappas = Agatha and Mason Knight
Robert Warke = Mason Vanguard
Matt Snook = Agatha Vanguard
Ryan Patrick Buckley = Agatha and Mason Man-at-Arms
Brandon Blair = Agatha Archer
John Gilbert = Mason Archer
Best posts made by sir_loin
RE: Music Score | Arcane Warfare
The basic aesthetic for the music in Mirage is a blend of Traditional Middle Eastern instruments (mainly dudeks, hand percussion, Ouds, Santoors, sitars, etc…) and vintage analog synth sounds with the occasional guitar/bass. I’m trying to shy away from tell-tale Middle Eastern modes and riffs to try to evoke the feel of middle eastern music, but not make it sound like it necessarily comes from there. I am also trying not to use too many traditional orchestral instruments, to help separate it from other fantasy games, and well, Chivalry: Medieval Warfare.
The soundtrack is still somewhat in its infancy-- I can say that there is a dynamic music system that changes with gameplay events/situations. This music is meant to be a bit non-descript and non-melodic to help it reinforce what is happening, without distracting the player. I am hoping it fits nicely as a backdrop.
RE: The Mirage Report: Volume II - Lore Questions and Answers
Take everything the Bashrahni Alchemancer says with a grain of salt. He’s kind of a jerk. ;)
RE: Briefly why I didn't enjoy the first 30 minutes of the alpha but a couple hours later couldn't stop playing
Great feedback- alot of the confusion I hope to sort out with audio- audio is post production and tends to lag behind the game a bit, but as the sound guy I can say that we are working hard to help the sound catch up and help cue the player as to what is going on.
RE: Public Alpha build #03 - General feedback
Great feedback, I wanted to speak about your sound feedback. As for the abilities, as gameplay design for abilities is being more concrete, we are making a conscious effort to have sound follow closely behind in terms of making which ability that is being used more obvious, as well as alerting players to the different states of those abilities (wind-up, release, etc). Right now tier 1 and 2 abilities are being worked on for all classes, I believe in this build most of the work that went in is on Vypress, Vigilist and Taurant, but more will follow.
In terms of your own sound and teammates sounds being too loud when compared to enemies, we have actually already built in a system for that, however, by your feedback it appears I may have used too light a hand and will look at it more closely and adjust accordingly.
I am so happy to hear that you are enjoying the ambient vibe so far. Really maps have gotten just a quick baseline treatment, and more will come, albeit at a lower priority than gameplay and ability sounds atm. The positive reinforcement was great to get though, as I was trying to build a peaceful and immersive setting that the battles can shatter. I do have a system in place to have the ambiance come up when out of combat and dampen when in combat for gameplay clarity- will look at that closely too so that the ambiance can stand out at the right times.
Thank you so much for taking the time and delivering some really well thought out feedback. Cheers!
RE: Bug: Sound/Audio static in game music/sounds.
Hey Kappamerc- I’m the audio guy @ TB and am looking into this issue. 3 questions for you that may help me with trouble shooting.
Can you try going to the speaker icon on the lower right in windows taskbar-- go to playback devices. If it isn’t already, try changing the setting by left clilcking your playback device once, then clicking configure. Choose stereo. After doing this, are you still having the issue?
Second question: Are you using any Razer software? 3rd: Are you using any other kind of audio software? (Soundblaster, Realtek, etc.)