Is it a deliberate design decision that footsteps are so hard to be heard?
if so why?
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Do you know when we can expect a fix for delayed audio for things like airstrikes?
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Have you considered having different hit beep tones depending on the amount of damage you are giving?
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Any chance that we will see a volume slider to hit sounds and being hit feedback in the future?
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Lots of people like a bit of music in their games but not when it interrupts gameplay. So can we expect to see an option to disable in game music such as the final 60sec audio we get when music is enabled currently?
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Many of the weapons in the game sound like they have been designed by different people in a totally different style to the last. (weapons like the M911 and the Bishlok) Do you think we will ever see all the weapons brought to a point where they sound like they are part of the same game?
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Overwatch does some amazing things when it comes to sound queues with abilities (basically making the sounds global with less falloff) do you think we can expect to see something like this for Fraggers nades and such in future so we know when to be careful cause he is cooking?
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Any chance we will ever see any interaction between the characters while gameplay is active, maybe via taunts?
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Any chance we will see an option in future to disable distortion on voice over lines?
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Do you still feel like you are a long way away from getting a audio mix you are happy with?
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What are the limitations that the unreal engine has placed on you as a guy working with audio and anything you would like to see fixed (maybe even by the SD coders) in the near future?
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Any chance we will get options for additional EQ settings such as what we see in Call of Duty and some of the older Battlefield games? (super crunch, bass heavy and war tapes)
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Why does the audio side of Dirty Bomb development seem to be much slower then the rest of the game? Since I started playing 18 months ago I have noticed VERY few changes or improvements to the audio mix and in most cases seen it get worse.