Opt-in 3: Sound

SSKnecaboSSKnecabo Posts: 2,721Player
Since there is no thread about the sound yet. What I noticed when playing a couple of rounds:

1. The sound in general seems pretty good to me potential-wise but it feels like it is getting suppressed by something if that makes any sense. It sounds really dull mostly when it should be clearer imo.
2. The revive sound is really weird and can be heard way too far compared to the current version.
3. Why is the sound when switching firemode way clearer and louder than every other sound?
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Comments

  • SSKnecaboSSKnecabo Posts: 2,721Player
    I had this weird situation when I heard a sound that I never heard before 20m behind me where I killed an enemy so I figured it must be the revive sound. My teammates in teamspeak were pretty sursprised how I knew until they heard that revive sound themselves in the next round.
  • {Armada}mango!{Armada}mango! Posts: 24Player
    I agree with Kill@. I notice big improvements, I specially like indoor sound in places like lower blue on Downtown. However, I would love to hear the old gun sounds with this new system. There's something off with the gun sounds.

    Something that is ridiculous loud is the 'click' when switching firemode.
  • [ENG]Uni-Sol[ENG]Uni-Sol Posts: 3,193Player
    cK^KILL@ wrote: »
    I had this weird situation when I heard a sound that I never heard before 20m behind me where I killed an enemy so I figured it must be the revive sound. My teammates in teamspeak were pretty sursprised how I knew until they heard that revive sound themselves in the next round.

    I have too heard a sound I've not heard before, sounded a little like slurping. It's happened a few times.. I aint pinpointed where it originates to see what's what.. or why its happening.. so I'm assuming its enemies bandaging up?
  • _Sgf_Satarra_Sgf_Satarra Posts: 7Player
    I still think sound in general is weird and completely different (worse) then in current version. Revive sound is off and can be heard from too far, flash bomb exploding sounds like firecracker in the box, gun sounds are plastic, etc... Its better then in OPT1 but i don't feel like your going in the right direction. Everything sounds like its closed in small box. Its compressed and unreal... I've read you are changing sound platform (or something) so you can get better control over it but i don't understand why change something that was perfect (or at least good)?!
    TBH, AAPG is the best FPS i ever played but if you continue in this direction around sound, you will lost me. Me and a lot of other players i talked about the issue. It's not a blackmail, its a fact...
  • TheTotsTheTots Posts: 2,278Player
    Enemy bandage/revive now has slightly different audio than friendly bandage/revive. That's probably what you guys are hearing.
  • SSKnecaboSSKnecabo Posts: 2,721Player
    TheTots wrote: »
    Enemy bandage/revive now has slightly different audio than friendly bandage/revive. That's probably what you guys are hearing.

    While slightly different it's way too loud though. Don't think that was an intentional change since the volume got lowered in the past.
  • _Sgf_Satarra_Sgf_Satarra Posts: 7Player
    Ok, revive sounds aside, am i only one hearing every sound in new version as off, wrong, compressed, etc...?
    Do you devs even play the game? :)
    For me and lot of other players the game is perfect as it is. I understand you have to go further with it, to be up to date with graphic and make it more appealing to people that are playing games only cause of that... But why fix something that ain't broken? Update graphic, update maps, make new ones, but leave sound as it is and we are all happy :)
  • SSKnecaboSSKnecabo Posts: 2,721Player
    edited May 2015
    What you describe as compressed is what I meant with supressed, the sound should sound clear like in the current version but doesn't.
    Can't agree with your second paragraph though, the sound is terrible in the current version, you only hear general directions and often can't tell if footsteps are above or below you.
  • _Sgf_Satarra_Sgf_Satarra Posts: 7Player
    I agree with you...
    But maybe it would be too easy if you are sure you're hearing steps on your floor or above or beneath you. Problem that i have is that in new version considering steps is that you cant be sure if they are close, or far, in front of you or behind... And if you think current sound is terrible, what name would you give to the OPT sound?! :)
    Btw, compressed, suppressed... We understand each other... ;)
  • SSKnecaboSSKnecabo Posts: 2,721Player
    Yes, opt-in sound is bad for several reasons but it feels like the new sound engine is capable of way better sound. If that supression/compression kind of thing gets cleared up and the sound volume changes according to the distance of an enemy it will be way better than the current sound.
  • _Sgf_Satarra_Sgf_Satarra Posts: 7Player
    I really hope for that. As i understand, new version should be out pretty soon. Right?
    I'm keeping my fingers crossed for devs to sort this out 'cause if they don't, I'm searching for new way to spend my game time... ;)
  • {Armada}mango!{Armada}mango! Posts: 24Player
    I'm not sure if anyone agrees, but at this point I would really really like to either:

    - Play opt-in with old sound system + old sounds.

    or

    - Play opt-in with new sound system + old sounds.

    This would make it much clearer to focus on the other aspects of the opt-in. At this moment I have trouble telling I'm experiencing new recoil or a placebo effect due to the new sound. Also, I'm not sure if the new sound system or the new sounds are giving me problems to adjust. Using the old + new combination would make it easier to pin that down.

  • KodenKoden Posts: 284Player
    edited May 2015
    First thing i've noticed on Downtown was how wierd the M16 sounds. Inside and outside it "sounds" the same, but it seems like the echo is partially stopped (almost cut) abruptly when you shoot it inside. As if there was a echo threshold and it gets stopped right at it.
  • SithHunterSithHunter Posts: 109Player
    edited May 2015
    Guys, you should look up terms you are using when it comes to sound so devs know what you are really talking about. Compressing is getting rid of unnecessary frequencies to allow higher volume with many sounds played at the same time. What you mean is probably high tones cut-off applied to the sounds.

    EDIT:

    Also, sound of navigating servers/ options from a dropdown menu should have a fixed time after how many ms it can be replayed (because when you navigate really fast it sounds really bad).
  • [ENG]Uni-Sol[ENG]Uni-Sol Posts: 3,193Player
    edited May 2015
    I don't think many of us are particularly good enough at sound design to be so specific, so they will have to suffer with what people think is wrong by what sounds.. actually sound like :lol:

    For example, in my UMM I have set up 'cave' sounding reverb volumes around areas where there's a tunnel, where you would expect a weapon discharge to sound like its firing in an enclosed space with an echo, but I couldn’t tell you how that would work out in WWISE.. I don't even understand how the reverbs work right now and am using the pre-sets and tweaking the numerical values for pitch, volume etc.. until it sounds OK :lol:

    Proper feedback on a professional level is only going to come from those adequately educated enough to be confident in the correctness of their feedback. Until then common things such as "it sounds like crap" will have to suffice, then the devs will have to go in and try and find what sounds crap.
  • SithHunterSithHunter Posts: 109Player
    I'm pretty sure right now high tones are causing problems because their volume is lowered (shotgun firing sound is best example), also sound of switching firing mode seems to be so loud because volume decrease per distance ratio (if it works like that in this sound engine) seems to be very high at small distances from player to sound origin.
  • iNv|eKCommiNv|eKComm Posts: 394Player
    edited May 2015
    I really like how vastly the sound has improved since the last optin. Well done. I still need to test but i feel like sound drop off over distance is awkward. Its hard to differentiate 5 meters from 20 meters.
    -
    people have been complaining about the samples. I could care less about them tbh but just make them sound impressive and appease people?
  • .shhfiftyfive-.shhfiftyfive- Posts: 495Player
    is it intentional that you can't hear gunfire from, for example, data center... spawn to spawn? i'd like to think we should hear assault rifles and sniper rifles from those two points.
  • {Armada}mango!{Armada}mango! Posts: 24Player
    I really like how vastly the sound has improved since the last optin. Well done. I still need to test but i feel like sound drop off over distance is awkward. Its hard to differentiate 5 meters from 20 meters.
    -
    people have been complaining about the samples. I could care less about them tbh but just make them sound impressive and appease people?

    With samples you mean the effects itself, as in 'the shooting sound'?
    Because that's what dissaspoints me the most right now. The sound is so unnatural for me. At the same time I can hear the perks of the new sound system kicking in when shooting and walking from in and out and vice versa. But the sounds.... Only the sniper sounds o.k. in my opinion.

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