sound

What was the idea of making it possible to choose a device for voip playback and record but we cant choose our device for the general sound? hate it... but for now i won't play this game, sound is so important in this game, and then they do this.... game is done for me now
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Comments

  • TheTotsTheTots Posts: 2,278Player
    You'll have to forgive my ignorance, but could you not just set your defaults in the control panel?
    The game should use whatever you have set.
    The game wasn't made exactly to my specifications, so I feel it's broken.

  • =IK=Doba==IK=Doba= Posts: 2,789Player
    Sound isn't great nor perfect.. but it's good enough
    _____________________________
    #Support Comp Mode

    https://www.youtube.com/channel/UCN4YhM6jUB2MxVj8i3b9rhw
  • have mentioned this before, i use two screens, one is the tv where my family watches movies and youtube stuff (this goes over the onboard soundcard) the game i had on my specially for aapg purchased soundcard, now i have to choose which one of the two things i can do, and believe me, it will not be aapg in 90% of the times. If i can't play the times i used to be able to play, the game will just cause frustration, then i much rather quit all the way.

    But forgive me my ignorance, but why do you give the option to choose a device for voip recording and playback, but not for overall sound?
  • TheTotsTheTots Posts: 2,278Player
    That makes sense, I didn't think of a scenario like that. Truthfully I don't know too much on the hardware side so I wasn't sure.

    I'll talk to the programmers and see about getting that taken care of.
    The game wasn't made exactly to my specifications, so I feel it's broken.

  • that would be awesome... dont see myself play without sound
  • .sauce.sauce Posts: 308Player
    TheTots wrote: »
    That makes sense, I didn't think of a scenario like that. Truthfully I don't know too much on the hardware side so I wasn't sure.

    I'll talk to the programmers and see about getting that taken care of.

    Yeah I mean really anyone that has a speaker set would be thrilled by such a feature. That way they choose their headphone output for the game but windows still has speakers as default.
    Hello sir, excellent accuracy.

    LETS GO PENS
  • SOPMODSOPMOD Posts: 230Player
    edited October 2015
    I agree, i would love an option to select the audio device.

    I want to be able to play the game using my headphones without having to change my playback device in windows.

    And after i'm done playing i have to change it once again to my speakers. Too many clicks to jump in and out of the game.

    I hope this gets added in the future.
  • DarkVoyd.HvK-DarkVoyd.HvK- Posts: 1Player
    The sound is completely ruined in this version. Sounds like you are playing in a tin can.
  • [ENG]Uni-Sol[ENG]Uni-Sol Posts: 3,193Player
    edited October 2015
    The sound is completely ruined in this version. Sounds like you are playing in a tin can.

    Give yourself a little time to adjust, it will grow on you I promise :)
    If my trollery drives you crazy, you'd better put on your seatbelt.






  • =IK=SgtBadazz=IK=SgtBadazz Posts: 160Player
    M4 will never grow on me. M14 sounds the best.
  • Sr.GatilhoSr.Gatilho Posts: 51Player
    I think it's EMBARRASSING the sound we have I mean...10 years ago in AA2 I could easily understand if someone was running above or below me now with all the technology advances I can't?or the enemy is 5 steps and nothing? i can hear a pin being pulled off from distance but footsteps can't?c'mon devs you can do better than this..the game is a mess right now
  • Neilbate98Neilbate98 Posts: 6Player
    Sr.Gatilho wrote: »
    I think it's EMBARRASSING the sound we have I mean...10 years ago in AA2 I could easily understand if someone was running above or below me now with all the technology advances I can't?or the enemy is 5 steps and nothing? i can hear a pin being pulled off from distance but footsteps can't?c'mon devs you can do better than this..the game is a mess right now

    +1

    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  • SacchoSaccho Posts: 1,577Player
    Sr.Gatilho wrote: »
    I think it's EMBARRASSING the sound we have I mean...10 years ago in AA2 I could easily understand if someone was running above or below me now with all the technology advances I can't?or the enemy is 5 steps and nothing? i can hear a pin being pulled off from distance but footsteps can't?c'mon devs you can do better than this..the game is a mess right now

    This is a good time to link to this post from Soundy on the difficulties with developing audio. Technology changes, expectations change, there's constant pressure from the players to work on "optimization"... . It's not a simple topic.

    Personally, I think the audio is the current release is very good.
    Soundy wrote: »
    SSKnecabo wrote: »
    Actually I feel like directional sound was way better in AA3, maybe it's just nostalgia though.

    Ive talked about this a couple times before, but I thought a small refresher might be a good idea as AA3 is a good starting point for this topic. I was there almost 10 years ago now when development started.

    UE3/AA3/OpenAL used Creative integrated EAX/EFX and CMSS-3D technologies for attenuations and 3D spatialization. It was a really nice sounding setup back when PC gaming was the leading hardware platform for FPS's. Then Microsoft implemented the XAudio API as an all-in-one solution between the XBOX and Vista, then Epic adopted that over OpenAL/Creative/dedicated audio hardware.

    UE3/AAPG/XAudio did not have native z-axis audio/HRTF support. UE was still passing true 3D coordinate info to the audio engine, but the audio engine calculated the information for azimuth volume and pan only, which is why we set in motion the plan to move to something that could support z-axis audio. WWISE, out of the box, does not have z-axis/HRTF playback support. They had integrated third-party audio plug-in partners that provided z-axis support.

    Unfortunately, we have not had very good luck integrating WWISE's third party technologies for a variety of reasons.

    1) There is a lot of production time in optimization to support the tech. Audio is limited to a average max of 10% with a burst cap of 15% total CPU resource at any given time. We are attempting to keep WWISE native support as low as possible to free as much of that allocation for the z-axis support. The higher the quality of the z-axis playback, the more CPU is uses... and trust me... every single instance is very... very costly, which leads us to item#2.

    2) We are asking the technology to support more than its current effective limit of z-axis instances (~20 voice count) at any given time... and support them with distinctive elevation perception. To give you an idea, a single player is using on average 4-6 voices just moving about, not including any sounds that originate from player control like weap fire, bullet impacts, ballistics, reloads, dialog, grenade pins/bounces/explosions. Considering the fast paced CQB action set forth by the design of many of our maps... this means 3 players in your close vicinity can max out the CPU allocation and dump off the remaining voices to standard attenuation. We average 60-90 player driven sounds on a 12v12 match at any time. If that is the case, and we are limited to a low z-axis voice cap, then we need a very intelligent, custom priority system that looks at a variety of factors and picks which sounds should be supported for z-axis playback. We also have properties for the individual z-axis audio instances that manipulate resource efficiency. This... also takes a lot of production time.

    3) The z-axis technology provider requests positional/spatialized audio to be implemented in a certain manner in WWISE. At first glance this may not seem to be an issue. However, the drawback is the limitations that it places on other tools at our disposal within WWISE... tools that we find very useful. This requires us to search for a suitable workaround.

    What Im getting at here is... When players ask for something like z-axis audio support, there might be an assumption that its a switch that we flip... well not quite. What seems like a simple core mechanic is something that we have... in fact been working on since development started on AAPG before there was a beta program, and the rest of the audio development can't stop because one item is taking more time than we anticipated.

    When time permits, I will elaborate on a couple more of the major player audio requests. Thank you again for helping us test America's Army.
  • iNv|mikEy2kiNv|mikEy2k Posts: 96Player
    one can not legitimately think that this sound is "very good". The sound is my biggest issue with the game.
  • 4DChessGenius4DChessGenius Posts: 2,161Player
    Sound is decent. I honestly don't see it being much worse than most other games. However, it's far from great. I would hope that the Devs don't settle for "it's good enough" and instead continuously improve sound with each patch.
    You joined the world's greatest army to become a graphic artist? Outstanding!
  • the sound in game is like people are using rifles with a suppressor made of a pop can and the tactical mode is not even close of tactical
  • 4DChessGenius4DChessGenius Posts: 2,161Player
    the sound in game is like people are using rifles with a suppressor made of a pop can and the tactical mode is not even close of tactical

    Crouching + Tactical = no one can hear you at all. Tactical is actually super over powered. What you hear in first person isn't even close to what enemies hear.
    You joined the world's greatest army to become a graphic artist? Outstanding!
  • Keebler750Keebler750 Posts: 3,621Player
    Everyone told Soundy, "Stop it with the Occlusion and stuff!!!"

    So now we have people running around west choke on Inner and when you're up and over you think you're going to trip over the guy.

    :shrug:
    ______

    This has been a test of the emergency flame-fest system. Please do not adjust your set.
  • .sauce.sauce Posts: 308Player
    Well that is quite the out of context overgeneralization keebs.
    Hello sir, excellent accuracy.

    LETS GO PENS
  • SOPMODSOPMOD Posts: 230Player
    edited October 2015
    Whiplash27 wrote: »
    the sound in game is like people are using rifles with a suppressor made of a pop can and the tactical mode is not even close of tactical

    Crouching + Tactical = no one can hear you at all. Tactical is actually super over powered. What you hear in first person isn't even close to what enemies hear.

    I think this is very much related to how good your opponents soundcard/headset is.

    I use tactical mode all the time and in the end, it doesn't really help me at all for 99% of the time.

    Rarely can i sneak up behind someone who is moderately skilled.

    I still use tactical mode, because yes it helps somewhat, but "no one can hear you at all" is not an accurate description for it in my experience.
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