Yep, that’s caught me a few times.
So its been a few months and sound is still horrible.
I don’t know what caused it, but since Wolfenstein: Enemy Territory I never really enjoyed sound in a SD game. Sound in W:ET was basic, but it was very helpful. I could not just hear but locate people by footsteps! This led me to suggest “silent footsteps” as a Covert Op ability in ET:QW, and joy! Infiltrator had it by default! But the game’s sound system and open spaces made it pointless! Yes, the footsteps were inaudible, but it never made a difference. And it’s not because I’m older and my hearing is worse. I can still hear mosquitos.
In general, W:ET was stellar when it comes to sound balance and design. Not just footsteps, a wealth of information just an ear away.
I feel like the left-right balance is completely off in dirty bomb. It’s hard to describe what’s wrong but I’ll try anyway.
Take a sound source, for example a proxy mine. Cover one of your ears and do a slow 360 degree turn. I’ll use my right ear for this example.
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Facing the sound source. The sound is loud and clear in my right ear.
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Rotating 45 degrees, the sound completely disappears. Barely any transition.
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The sound returns to my right ear at around 150 degrees. Again no transition. The sound remains about the same loudness for the rest of the circle.
Now comparing this to a game with perfect audio.
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Facing the sound source. The sound is loud and clear in my right ear.
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Rotating 90 degrees. The sound smoothly transitions to it’s lowest point but still remains audible.
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Rotating another 180 degrees. Sound volume rises smoothly to it’s highest point.
22:38:28* <@mattiagreyfox> I ll try to have a look, the more detail you can give me, the better for me. Maybe we’re using a different language to define what 3D means.
As far as how the game works, sounds are indeed 3D, it’s kind of a black or white thing, don’t quite get the 2.5
Would be nice if somebody in SD poked that guy^
Another patch and the sound is still freaking horrible.
Is it really so hard to make mercs generate sound when they jump and land ?
Is it really so hard to make sparks reviver actually audible from something other then close range ?
On top of that i lost like 30% of my frames and it stutters as hell, christ i am so tired of that =/

Shouldn’t it say ‘Receive a barely audible directional audio warning that you can’t tell the direction and distance of because the game has top tier piece of s**t audio system whenever friendly or enemy air support is anywhere on the map and no danger to anybody at all and 20% reduced damage’ ?
Honestly, this is the worst perk in the game right now after the so called ‘buffs’ to it. It actually used to help before, now it does nothing but confuse you.
[QUOTE=Zar.;543181]
Shouldn’t it say ‘Receive a barely audible directional audio warning that you can’t tell the direction and distance of because the game has top tier piece of s**t audio system whenever friendly or enemy air support is anywhere on the map and no danger to anybody at all and 20% reduced damage’ ?
Honestly, this is the worst perk in the game right now after the so called ‘buffs’ to it. It actually used to help before, now it does nothing but confuse you.[/QUOTE]
HAHAHA, I just noticed my main Skyhammer loadout has this Augment and I have not even noticed a warning since the update…
20% damage reduction tastes nice though, shame that you are very unlikely to survive anything that falls from the air anyway with that 20% reduced damage. Such a strange augment for that reason actually. It’s both rubbish and kinda OP at the same time and not in a good way… Who needs consistency anyway?
So, how long are you planing on “Continued improvements on the overall mix to prioritize important gameplay audio” without making anything better ?
You cant just mix the audio without fixing fundamental issues, this just doesnt help with anything. I can barely hear anything from behind (or cant hear at all because there is no sound, i checked that multiple times while watching my recordings), There is no smooth transition of sound, it just doesnt feel like “3D” sound. There is a lot of sound cut offs (proxy mine is a prime example, there is even a video about it, not really sure if it was in this thread). I cant even hear underground elevator unless i stand next to it and most of the time i need to look directly at it since side channels tend to not generate sound at all (and i could hear it from 20m away before you made a “good change” and mixed it).
Footsteps should be as loud as people walking on upper bridge at bridge map, at least then i can hear people when there is someone shooting somewhere and why are there still no sound when people are jumping/landing ? =/
It feels like there is a limit to how much sounds can be played at once so we end up with that inconsistent bull****. Mix it as much as you want but it doesnt solve anything and you even make it worse at times =/.







