Dev Stream Audio Special


(Chris Mullins) #1

Hey there!

Today our Dev stream will be focusing on game Audio with Galavant joining shoe. on the sofa.

Do you have any audio questions you would like answered during the stream? Just comment them below and we’ll see how many we can get to for you.

Thanks, and we’ll see you at 19:00 UTC

shoe.


(PixelTwitch) #2

Is it a deliberate design decision that footsteps are so hard to be heard?
if so why?

Do you know when we can expect a fix for delayed audio for things like airstrikes?

Have you considered having different hit beep tones depending on the amount of damage you are giving?

Any chance that we will see a volume slider to hit sounds and being hit feedback in the future?

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?

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?

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?

Any chance we will ever see any interaction between the characters while gameplay is active, maybe via taunts?

Any chance we will see an option in future to disable distortion on voice over lines?

Do you still feel like you are a long way away from getting a audio mix you are happy with?

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?

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)

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.


(spookify) #3

Are audio loops being looked at?

Are Footsteps being worked on? Both for volume wise and directional wise?

Is Mine audio being looked at? Mostly Directional Audio.

Is directional enemy fire being looked at?

Comment: I really like the merc audio at beginning of matches!! A+

Are there more Vsays coming? Can you talk about the future of Vsays?

Any work on scale-able Headshot sounds?

***Question: 2 of my friends quit DB because they hate hit sounds. There are very audible poofs or puffs when hitting an enemy with hit sounds off. Can that please be looked into? (Hit sounds off = all hit sounds please)


(Mustang) #4

3D audio - Direction sounds are coming from, reflections around objects, verticality, wall penetration, etc.

Audio sliders for all the things.

Dynamic range dropdown/slider. (Night time, Headphones, etc.)

Different EQ presets.

What footsteps? (see also all the sliders)

More auto-barks, or at least the option for it.

Delayed audio / queing issues.


(PixelTwitch) #5

Removed…


(Violator) #6

Stream is over now (only just seen this post) but is there an official t-bag taunt? I did t-bag a player with Thunder the other day and he said ‘Makes me very happy’ :smiley: