Let me start by saying that True Dungeon 2018 was amazing, and I loved it! Great puzzles, I've already chimed in on another thread about the high quality of NPC performances, and the increased production values this year made it great fun to just look around at the set both during and after solving each room.
I'd like to offer some constructive thoughts on the one area in which I felt that the new production values fell short. The most problematic example was N1 room 1, which begins with a fairly elaborate (i.e. long) pre-recorded speech by the NPC. I could hear just enough to tell that a lot of good work had gone into writing and voice-acting the speech, but sadly all that work was largely wasted, because the playback in the room was too soft to even understand more than about half of the words, much less actually enjoy the intended dramatic effect. Of course the NPC was still cool visually, and the combat was still fun, but because the speech was such a focal point of this room I feel like the overall experience was reduced to maybe 6/10 rather than the 10/10 it could have been. (There were some other rooms that had the same problem, but it didn't detract as much from the overall experience of a room if the speech was only 10 seconds long)
What might be done to solve this? NB I am *not* a sound engineer, so some of my ideas may be naive, but I'll offer them anyway.
1. Turn it up! The most obvious remedy IMO is to give the room DM (who's standing right there and can hear what it sounds like to the players) the ability to adjust the playback volume in real time.
I asked one N1R1 room DM if it could please be turned up for the benefit of future players, and he said he would pass that feedback along but also said there was only so much they could do because of concerns about overall noise level creep (if I turn up my speakers, the surrounding rooms will just have to turn up their speakers too). I'm sure there's some truth to that, but it's also my subjective impression that the background noise level I hear from outside the current room stays relatively constant over time, whereas raising the playback level of an intro speech would only affect the first minute or so out of every 12. Anyway, acknowledging that as a concern,
2. Are there many rooms whose speakers are playing both a speech (or other short specific sound effect) *and* a general background track? If so, mix them separately and give the room DM control over the level of the speech track only.
3. Use highly directional speakers (again I'm not a sound engineer, so all I know about these is that they exist) to minimize impact of each room's speech track on other rooms.
4. Perhaps apply more dynamic compression to the speech tracks during postprocessing? Subjectively my impression was that the N1R1 speech had a lot of internal variation (some parts delivered more loudly than others by the voice actor), so this would help make the soft parts easier to understand without having to raise the overall level so much. If it's hard to guess ahead of time how much this will be needed, maybe create 2-3 different postprocessed copies of each track with different compression levels, so you can easily switch it out at the con if need be?
I hope at least some of this is helpful. I also want to mention one room in which I specifically noticed that the sound playback was *perfect*: the N3 feast room track was at exactly the level it needed to be for full enjoyment of the room, and though a violin doesn't present all the same challenges as human speech, the fact that the feast room sounded so good (a) convinces me that the problem is solvable and (b) reinforces how much of a positive difference it makes. The feast room was one of my all-time favorite rooms ever.
Thanks again for everything you do to make True Dungeon awesome, and I look forward to seeing what next year holds!