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Comments
Pistols needs to be like, paf paf paf ... Not like boom boom
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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.
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.
Make AA Great Again!
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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.
- 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
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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.
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.
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the radar site ambient sound on cold front is to continuous and a bit loud.
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.
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
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.
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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 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
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