

Depending on the player's view (driver, gunner or commander) the surrounding situation will be heard differently. By controlling from the gunner or commander view you will be able to hear how these sounds are reflected from the walls and details of the habitable space of the tank turret, while the external sounds will be muffled and contrastingly, from 3rd person view the sounds of battle will be heard in all their glory. We have added details to the interior sounds - empty casings dropping, loading mechanisms, breech shutter. Now the sounds of battle heard by players in a clash of ground vehicles will be significantly different depending on the chosen view. For ultra-low frequencies, we have added separate layers representing the rumble of large-calibre shots, the operation of a tank’s suspension or the crash of collapsing buildings. We have also added a global reverberation effect for interiors (tank turrets or armored vehicle cabins) and exterior sounds (fields, areas with few buildings). Reverberatory “tails” have been added for all ground vehicle weapons (cannons, howitzers, anti-tank rockets, machine guns), so that the player can identify a weapon’s calibre by the sound it produces when fired. We have assembled brand-new firing sound effects for all weapons, ATGMs, automatic cannons, and machine guns on ground vehicles, including sounds that the player hears from the opponent’s weapons.

We have completely overhauled how weapon firing sounds for all vehicles are formed – now each shot is made up of several “layers” of sound, which form peak (attack) and residual (reverberations) effects for each salvo.
