So its been a few months and sound is still horrible.


(ragnak) #1

I will even ignore things that arent by design (like sound lock ups or sound cut offs when i cant even hear people next to me for some reason), but you could at least make it more bearable if:

  1. My character wouldnt have lagged self generated sound when im turning around

  2. MG still being inaudible unless its dead silent.

  3. There is no sound when someone is landing (like WTF).

  4. Hit feedback (when you are getting hit) is so loud that i cant hear anything aside from it.

I know that at this point i sound like a broken record, but in those few months you did absolutely nothing to make audio better aside from giving guns new sounds (for better or worse).

I might not be a sound engineer but is it honesly so hard to make audio not make me want to rage quit half of the time ? =/.


(ragnak) #2

Are there even any intentions on making sound bearable, SD ? I cant belive that its 2015 and something as basic as sound wont work correctly. =/


(Rémy Cabresin) #3

You’re assuming that just because its a basic thing it’s therefor easy. Sound design is one of the harder things in gamedesign. Especially in an engine as broken as UE3


(ragnak) #4

And yet other devs are doing just fine + no one forced them to use UE3. Also i dont even expect them to fix bugs, i just want them to fix bull**** they did by design, like super load hit feedback, delayed self generated sound or even loader footsteps.

Sure, i would probably still whine (especially that sound is so bugged that you literally cant hear people at times, because there is no sound generated, especially from the back) but at least then it wouldnt by design.

In the end sound made me rage quit two times in two days, i am simply not dealing with how bad it is anymore.

It simply piss me off that over a decade old games have better sound than dirty bomb.


#5

I wish I could tell what direction sounds are coming from in Dirty Bomb, is that too much to ask?


(fubar) #6

Do they though? name one, “recent” game that has gotten positional sound right in the last years. Even CSGO’s was utter garbage, still is… utter garbage, it was a lot worse initially. Quake Live had(might still?) HORRIBLE positional audio. Battlefield completely suppresses anything that’s not “war themed” to bypass having to even bother.

You also have to remember: SD didn’t have anyone working on sound - for AGES, within the DB department. I think they were actively hiring, probably still are, for more than 2 years at this point.

While I don’t like the sound in DB, it’s far from being the worst. My two biggest gripes are positional bugs (mostly underground) and specific sounds from being - intentionally - not played due to the sound buffer being overloaded. Also, footsteps could be boosted a tiny notch more, still.


(ragnak) #7

Titanfall had better, so did plants vs zombies garden warfare (lol why did i even play that), bad company 2 wasnt bad at all (wasnt good either since you could hear a tank 5km away while you could barely hear people next to you at times) but now that you mention that, most recent games have horrible audio from practical standpoint.

The main difference here is that most of new games targets casuals, db was suppose to be more competitive then that ;(. I still think that db have one of the worse audio but its true that i dont remember any recent game that had audio as decent as old games, sadly.


(PixelTwitch) #8

Overwatch had pretty amazing sound to be honest, so does Paladins and Left 4 Dead had some of the best I have ever heard.


(Glottis-3D) #9

l4d had great sound. you new exactly where the zombie is after he makes a sound.


(Tanzverbot) #10

Never played much quake live, but as far as i can remember you could always tell what’s going on around you by listening. Also, i don’t really get why it should be harder to do proper sound now than it was 10 years ago.

I never realized how much i rely on my ears in etqw before i started playing db.


(Szakalot) #11

yup, any Q3 engine-based game I played had decent audio


(Amerika) #12

Q3 (and pretty much any Q3 engine game) has amazing positional audio to the point that you could tell exactly where somebody was from clear across the map. When you forced the enemy team model to a certain model that was loud and your own team to one that was quiet also helped quite a bit as you wouldn’t ever confuse your own team for theirs.


(Glottis-3D) #13

yeah, good times… =)


(mccrorie) #14
  1. Timing airstrikes by sound is unpredictable. When the jets are close by the gritty sound as they pass overhead is extremely nasty and shrill SHHHRRRKRKRKRKR. It’s aurally fatiguing and I hate it.

  2. Footsteps 90% of the time impossible to hear over everything else going on.

  3. Like ragnak said, hit feedback is quite loud and I find it irritating.


(PixelTwitch) #15

You must spread some Reputation around before giving it to ragnak again.


(poiuasd) #16

This latest update also brought up a bug where the name of some sound files pops up right in the middle of your screen when those files are played.


(riptide) #17

I don’t care about any sound except footsteps. It is beyond me why redundant or irrelevant sounds actually trump the most important sound in any FPS. In fact I dislike any gun sounds getting reworked. Because it 's one more thing I have to learn to tune out. So I can try to hear stuff that isn’t even there, like footsteps.

I also have to say the BR16 sound is hollow and clanky, it’s pretty disatisfying to use compared to before.


(Demolama) #18

Some of the gun sounds are ridiculously loud compared to others. The Caulden that just got a new sound a few patches ago for instance is one of those.


(ragnak) #19

I probably whine about sound since alpha and it didnt change a lot since then sadly. Anyone remember mega loud rats and pigeons ? yea good times.

Thats my main grip about the sound, audio levels are all over the place. Some guns you can hear miles away, others you can barely tell that are even shooting. I also hate airstrike planes with a passion, does it really need to be so loud when it doesnt give me any type of usable information aside from the fact that there is an airstirke somewhere on the map ? At the same time i barely can hear kira laser.

Also i love how i can clearly hear footstep sounds on bridge (when someone is crossing the top bridge) but i can barely hear someone who is running next to me, so frustrating ;(.

Global audio rebalance is needed badly and i hope we wont need to wait another year for even a minor upgrade ;(.

[QUOTE=riptide;540594]I don’t care about any sound except footsteps. It is beyond me why redundant or irrelevant sounds actually trump the most important sound in any FPS. In fact I dislike any gun sounds getting reworked. Because it 's one more thing I have to learn to tune out. So I can try to hear stuff that isn’t even there, like footsteps.
[/QUOTE]

Sadly most devs for the past few years decided that footsteps are unneeded and give unfair advantage (lol) to headphone users, so a lot of games dont even have them. At least SD decided to give us footsteps, not like it helps a ton at the moment unless its really quiet but its better than nothing.


(light_sh4v0r) #20

Sound on Underground is also really annoying. It happens very often that, as a defender, spawning at the 2nd objective just after the first one has been completed, you walk up the first set of stairs and hear gunfire right behind you, while it’s actually happening around the 1st objective area.