Sound Thread for Opt-In 2

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Comments

  • derob.Stephanderob.Stephan Posts: 62Player
    edited May 2015
    Foodsteps and movement sound(including echos) are too loud compared to weapon fire and handling sound
  • derob.Stephanderob.Stephan Posts: 62Player
    The new sounds are so much worse then it was in the first opt1. The new pistol was soooooo amazing. and now ? like a bucket... please do it back

    Pistols needs to be like, paf paf paf ... Not like boom boom
  • .shhfiftyfive-.shhfiftyfive- Posts: 495Player
    edited May 2015
    can we try opt-in 3 with no occlusion whatsoever to confirm how many of the audio issues are coming from that feature?
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    i think we need to find a baseline here to determine what issues are present beyond occlusion issues... separate test, instead of testing too many things at one time.


  • Hey.I.Have.A.GunHey.I.Have.A.Gun Posts: 645Player
    The sound cancelling that occurs when other sounds happen or with walls in between is way overdone and unnecessary. I've been up against the wall on the defensive side of Dark on Inner and had a teammate nade through to operating hall. I never heard it go off. Inner's probably the best example. I've watch gun kill after gun kill show up in the kill feed without ever hearing gunfire.
  • 12ampage12ampage Posts: 64Player
    edited May 2015
    The sound cancelling that occurs when other sounds happen or with walls in between is way overdone and unnecessary. I've been up against the wall on the defensive side of Dark on Inner and had a teammate nade through to operating hall. I never heard it go off. Inner's probably the best example. I've watch gun kill after gun kill show up in the kill feed without ever hearing gunfire.
    See
    We found and fixed an issue on Inner Hospital this morning where some areas exhibit full audio occlusion.

    Put another way, sometimes you will not hear gunfire right around the corner. The issue was unique to that map.
  • omerta`jeeomerta`jee Posts: 54Player
    Like this?

  • .!.dgodfather.!.dgodfather Posts: 461Player
    Sooo much positive feed back and I haven't even tried it yet. ;)

    My biggest problem withe the sounds in Opt-in 1 was that generally I didn't know I was being shot until I looked at the HUD and saw my health was down 50% or so. It doesn't sound like it's gotten any better, but I'll take my own version of it.
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  • -sVs.rQm^-sVs.rQm^ Posts: 73Player
    We found and fixed an issue on Inner Hospital this morning where some areas exhibit full audio occlusion.

    Put another way, sometimes you will not hear gunfire right around the corner. The issue was unique to that map.
    no it isn't :)
  • .shhfiftyfive-.shhfiftyfive- Posts: 495Player
    when i am following a teammate, all i can hear is his footsteps, and it isn't pinpoint surround sound of his location, it is just ALL i can hear.
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    similarly you can apply that to almost every sound. even the guy talking at the start of the round. when he talks its like his audio is using some "virtual" surround sound instead of a static speaker system.
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    i mean my sound card has a "virtual" surround sound option, and it makes television and such sound horrible. like artificially throwing voices and effects all over the place. that seems to be a big problem with this opt-in. i am NOT using this function of my soundcard, but the game seems to resemble that sort of function.


  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    edited May 2015
    Sorry but I didn't think it was possible to make the sound worse but that is just how it is. There is absolutely no reason for me to be in construction stairs and a nade goes off northalley gas station and it deafens me and why do you barely hear enemy gun fire. You can't even hear a enemy sniper shooting from their spawn road to meat shop on cold front.
    Pie charts + Graphs= Very Bad.



  • ProceduralPolyMathProceduralPolyMath Posts: 96Player
    edited May 2015
    - Nice in and out modulation.
    - Weapons sounds feel a bit like 90's with the exception of the M24 (Same sound), M14 and shotgun (what a cannon)
    - M16 and M4 and M9 sounds feel like someone toned their volume down in the last minute.
    - Tactical movement (bring the icon back) seems to have little effect on rough terrain. I think it's ok, it's reasonable, though it could be quieter even without being dead silent.
    - I don't have a gamming sound-card and I hear people all over the place, more than the current version. The sound card guys must be going nuts...
    - I like the ambient noises you've put to cut people's reacting on every sound. For longer range maps the same could be done for visual noise with leafs/paper flying.
    - Flash sounds cool but maybe a bit clipped/rough?
    - Enemy weapons sound need to be more different than your own, so there's a bigger psychological effect.

    Fun game. I miss Three Kings.

    Mod Edit: Merging with existing sound feedback thread
  • .shhfiftyfive-.shhfiftyfive- Posts: 495Player
    edited May 2015
    the surround sound seems to fail when gunfire sounds are farther away. not only is the sound faint as distance increases, you are unable to pinpoint its location. kinda like "was that in front of me or behind me?" if the gunfire lasts long enough you can tilt your head to figure it out front/rear, but that's bad.
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    when i hear things in the distance, such as a grenade. the surround sound doesn't pinpoint it. as i face forward it will sound like it is 45 or 60 degrees to my left. if i then face that point of origin.... and another nade goes off in the same location then the sound to originates from the exact opposite direction. (45 or 60 degrees to my right, where i FIRST was facing!) i'm sure the nade truly went off somewhere in the middle but the game is failing to tell me exactly where.


  • -hyperlite--hyperlite- Posts: 104Player
    I wasn't here for the first opt in so I don't know how much has changed since then. My initial thoughts are that the gunfire sounds lack any kind of ballz. There isn't much depth to them. Everyone is running around with airsoft guns.

    The positional audio is atrocious. There is very little way to distinguish where you are getting shot from. I found my teammates yelling at me to look at my radar as the red dot appears on their. I dont want to look down on my screen. I want to stay focused in front of me and use my ears to distinguish where people are at.

    The character sound is very high. I might as well just sit still in a corner not making any movements so i can somewhat hear things. Even the environmental sounds are high. On coldfront the objective on the radar is way over done. There is no need for the sound of that thing to be so high. The current sound promotes not moving and sitting still.

    I get that you had to start over with the sound. What i don't get is why you think the sound of all guns should be the way they are now and how you got to this point. You are making the old engine look amazing. With the new sound engine how come you could not reproduce the same type of sounds already in the game? Everyone complained about the consistency and the lack of Z axis. When going thru the beta builds who decides what sound is good for each purpose? Is it just Soundy or do the other Devs give feedback? Here we are a little over a month away from release and we are so far from the current beta vs (opt-in) sound that i don't see it being recoverable. The spectrum is so far apart right now.
  • .shhfiftyfive-.shhfiftyfive- Posts: 495Player
    edited May 2015
    ambient trees swaying in cold front map.... sounds really silly, like being on a dock at the lake. the wood creaking sounds.
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    the radar site ambient sound on cold front is to continuous and a bit loud.


  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    ambient trees swaying in cold front map.... sounds really silly, like being on a dock at the lake. the wood creaking sounds.
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    the radar site ambient sound on cold front is to continuous and a bit loud.
    Same with the bomb location at Y so loud and annoying for no reason at all. It honestly sounds like someone is driving a remote control car around you when your near it.

    Pie charts + Graphs= Very Bad.



  • -=312th=-Delta_Force-=312th=-Delta_Force Posts: 30Player
    To start out, all of weapons sounds like they are 50 yards away shooting in the a cement box.

    I will now comment only on guns I have shot in real life.

    The American Guns, SAW, M4 sound really bad, I would describe them as Doom Weapons from the 80's. Not enough Snap, almost like a bass blob

    The AK sound is decent but still isn't right, sounds like 50 feet away from and the sound stops to quick.

    The foot steps do sound better but also sound very muffled.

    Shot gun sounds like a cannon.

    300 WinMag sounds to soft, not enough snap

    Breating is out of control. If you hold your breath it is 10 times louder then the gun fire.
  • iNv|eKCommiNv|eKComm Posts: 394Player
    ugh..... just ughhhh. We just keep digging the hole. deeper and deeper and deeper. Honestly all you had to do was use the same sounds with the new engine. all we really wanted was better directional. All this occlusion, reverb, muffling. Its all terrible. Scrap it all and get back to good sharp sounds where direction is discernible and its fun to play with.
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  • Gronfather@TwitchGronfather@Twitch Posts: 466Player
    I'm not one to be really negative but I've got to voice my opinion. And that it WOW! I honestly feel like I'm playing underwater in ever map. People walking beside me sound like there 20 yards away and the ones that are 20 yards sound like the other side of the wall.

    The hospital issue okay, it was already known so I can't say anything about that. I'm sorry I have nothing to build off of by posting this but this opt-in is like 3 steps back. :/

  • iNv|eKCommiNv|eKComm Posts: 394Player
    Also there sound drop off is pretty bad. Sounds should fade over distance. There should be a pretty big difference between a guy 30 feet out when compared to a guy 5 feet out. Right now it sounds like all sound gradient has been hosed.
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    Directional getting better but still pretty bad.
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    Still a lot of weird instances around the map involving sound reflection .
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    The game is just so very muffled. Sharp clear sounds are better for video games.
    2016 Flank Gaming Network Season 1 Champion
    2016 FraggedNation Season 4 Champion
    2015 FraggedNation Season 2 Main Champion
    2015 ESL Test Cup Second place
    2014 FraggedNation UMM Tournament Champion
    2014 FraggedNation Old School map Tournament Champion
    2014 TWL Season 1 Second Place
    2013 TWL 7v7 Beta Tournament Champion
    2013 TWL 5v5 Beta Tournament Second Place
  • iNv|eKCommiNv|eKComm Posts: 394Player
    And, please fix the surface sounds. Its so bad. Metal should sound like metal. Wood should sound like wood. a la AA2.
    2016 Flank Gaming Network Season 1 Champion
    2016 FraggedNation Season 4 Champion
    2015 FraggedNation Season 2 Main Champion
    2015 ESL Test Cup Second place
    2014 FraggedNation UMM Tournament Champion
    2014 FraggedNation Old School map Tournament Champion
    2014 TWL Season 1 Second Place
    2013 TWL 7v7 Beta Tournament Champion
    2013 TWL 5v5 Beta Tournament Second Place
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