Audio (movement)


(Raviolay) #1

Just a small thing however, I think the audio played when coming to a stop after moving is a split second too late. The sound is both feet coming to a stop, albeit this is happens the player is already still. I also believe that the audio played back to you while crouched is too high. Making it difficult to hear other players movement while moving crouched, as you hear your kit better then theirs.

On a side note I like the option to tweak the audio pitch of the other sides weapons, as both sides carry the same guns. This makes IFF via audio harder, and I think would make a good addition.


(Seanza) #2

Better posting this in the bugs section.


(acQu) #3

I personally think the movement audio is not useful at all.I really can’t name it why this is the case. Everyone does footsteps, but it is hard for me to use them to locate the person.

Either it is because footsteps sound goes through walls directly or it is because of something else.

Maybe i am the only one who thinks the footsteps sound is not useful for spotting enemies. I used to use sound in W:ET quite alot, but in DB i can’t make up anything from it.

Also there are alot of sounds in the background, i prefer they would not be there at all, because the game is too loud and produces way too much sounds anyway at the moment; so adding more sounds to it is not really helping either. Just another useless info and does imo not add to atmosphere, in example: you shoot a gun, then in the same moment there will be background noises of men screaming. But this is not so much of an issue, just figured i don’t really like it. The footstep problem is imo a bigger problem.


(Nail) #4

I think footstep audio is in placeholder format, there’s no different footsteps yet, I really want splashy steps on water


(Billy_Hologram) #5

I’m glad you guys have picked up on this, I love the fact that you’re listening that hard and relying on audio for determining where other players are. You’re absolutely right this is placeholder and due to be worked on heavily :slight_smile:

At the moment every class shares one group of footstep sounds, it won’t end up being that way. Also the system that triggers footsteps and particularly the ‘stop scuffs’ mentioned need tweaking.

With regard to the rest of the soundscape, we are aiming for very high quality audio in every part of the game. But we will provide comprehensive audio options going far beyond most AAA games enabling players to change many aspects of the mix, and even turning off whole groups of sounds. I can’t give exact details on every option yet but you will definitely be able to accentuate footsteps.


(tokamak) #6

So we may end up being able to hear what kind of character or class is coming around the corner? Neat.

Something else I thought about is making the noises from hostile players different. Like a bit more reverb (or twang or whatever) or something added to each step or gun sound so that you can distinguish enemy sounds from friendly sounds.


(Billy_Hologram) #7

Yep, both of those things are planned. You will have to be skillful with your ears in identifying all of this though, a new player may not immediately be able to use this sort of thing to their advantage :wink:

If anyone else has specific things they would like to hear in the game or options for audio settings I’m always happy to discuss!


(RasteRayzeR) #8

+1, this is really appreciated !

I wondered if it could be possible to get a higher pitch for the headshot sound when you have the hit sounds activated (not the regular ones) ? Currently it sounds like two pieces of bamboo hit together, and it’s too deep (too much bass) imo.

What do you think of it ?


(Billy_Hologram) #9

Ok we can do that, just to check you are talking about the beep style hit noises and making it so the difference between the body and the head beep is more exaggerated, and the head shot is more high pitch?


(Humate) #10

Yep, both of those things are planned. You will have to be skillful with your ears in identifying all of this though, a new player may not immediately be able to use this sort of thing to their advantage :wink:

Fantastic, I asked for this feature a while back. :slight_smile:


(RasteRayzeR) #11

Exactly ! That would be awesome


(Mustang) #12

I’ve been suggesting this for many months now, so this is absolutely music to my ears!

placeholder_retro_hit and placeholder_retro_hit_head, so yea.

For me the next thing that is missing on the audio front at the moment is knife hit sounds, impacting an enemy should have a different sound from impacting a wall/floor.