Whereas Call of Duty games leading up to Call of Duty: WWII had implemented small
ambient sound effects such as beeping during radio transmissions or perk related sound effects into the DualShock 4 speaker's output; Call of Duty: WWII does not, although it could have realistically produced speech or ambient sound effects.
The sound effects include Major Fletcher walking, sprinting or dashing, gunfire from your weapons, a range of attacks from machines and their respective weaponry, explosions from environmental hazards such as explosive barrels and electric devices when shot at and
ambient sound effects such as heavy rain that breathes more life into the surrounding environments, alongside atmospheric music, while the DualShock 4 speaker sporadically produces a voice - over detailing your latest objective.
Not exact matches
Shut off head tracking for a narrator or
ambient music, switch it on for a
sound effect,
such as a door slamming, so that its
sound is accurately reproduced where the viewer is looking.
Sound effects include utilising the gear assembly tools and medbay, electrical circuits being overcharged to open a new area, heavy doors opening, using a rail lift, the mechanical noises the Exo - Rigs make during movement and engaging in combat with disassembly machines, Exo - Rigs and bosses, alongside
ambient sounds such as gusts of wind and nearby toxic waste bubbling.
The audio consists of
sound effects, speech and music which collectively makes for quite an atmospheric tone to the game as the
sound effects consist of
ambient sounds related to which environment Baby is exploring,
such as rain and thunder, a spinning windmill or fire, while there are nearby creatures
such as bats and flies, amongst others with footstep and balloon related
sounds.
There is no DualShock 4 speaker implementation which could have produced a further layer of atmosphere from
sound effects such as nearby walkers,
ambient sounds, conversations or music.
The lack of any DualShock 4 speaker implementation is surprising as it could have produced a further layer of atmosphere from
sound effects such as nearby walkers and
ambient sounds to conversations or music.
Typically these are things
such as additional graphics, transition animations, more animation frames, additional or
ambient sound effects, more audio tracks, improved UI, particle
effects, advanced lighting, and more advanced AI.
The lack of any DualShock 4 speaker implementation is surprising as it could have produced another layer of atmosphere from
sound effects such as nearby walkers and
ambient sounds, conversations or music.