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Delta 51
Aug 31 2009, 04:45
While the speed of sound has been fixed, I am finding that when a machine gun fires or any weapons with a high rate of fire, the sound ends up cutting out so that the said weapon merely sounds like it is firing in single shots with 5 seconds delay.

OrdeaL
Aug 31 2009, 05:06
Yes i also get this, so i just dont run the beta anymore.

Curry
Aug 31 2009, 05:40
As I wrote already on the beta patch thread, I have the same problem. Gun shots can be heard only occasionally.

Mr_Centipede
Aug 31 2009, 06:55
yep, I also experienced this just now with BMP2 main cannon. The sound just wont play. Then the AT round impact, sometimes there is sometimes there isn't.

connos
Aug 31 2009, 09:02
I have the same issue

WillaCHilla
Aug 31 2009, 11:41
yep-me and some mates have exactly the same issues as Delta 51 described since the first 1.03 beta came out. Before that i didnt have any problems with the sound.
I didnt change any audiosettings (X-Fi XtremeGamer, 2.18.0013 driver, Creative ALchemy 1.25.10) since patch 1.02.
Besides, I think for this bug its not important which OS (for me Win7) you run, because there are listed all kinds of OS in the threads where yo can find the bug (xp, Vista, Win7). Also if you have onboardsound or an external soundcard-there is no difference for me and my mates to improve the sound to the quality which was given in 1.00-1.03.
Hope you can fix it soon, because apart from that, the betas increase the gameplay a lot.

BlueSteel
Aug 31 2009, 16:38
Same problem here, X-Fi card on Win7 RC x64.

KeyCat
Aug 31 2009, 17:07
Just tried the 58930 Build and it's same for me and been so since 1.03 (most evident in larger firefights).

Realtek ALC889A High Definition Audio System (Driver version R2.24)
Windows XP Pro SP 2 (32-bit)

/KC

cm
Aug 31 2009, 17:26
Is anyone having problems where the sound is like... fizzing out. I'll hear a lot of gunfire and then suddenly the sound will start to fizzle and crackle and then just stop altogether. It fizzes back on when the firing dies down a bit.

Maybe it's my onboard but I've only noticed it since 1.03

rundll.exe
Aug 31 2009, 19:07
I missed this thread but I posted a repro at the other thread:
http://forums.bistudio.com/showpost.php?p=1426267&postcount=4

Seems it related to the disance from the source.

Shataan
Sep 1 2009, 04:09
Hyas cm, I have the SupremeFX X-Fi s/c on my Crosshair 3, that is exactly what happens to me with 1.03. I`ll be firing the rifle, then it starts to distort, Then crackle fizzle, then it cuts out. Then comes back. I freaking hate it really. Drives me bonkers. Hope they fix this soon.

JuggernautOfWar
Sep 1 2009, 05:12
Happens to me if I'm barraging stuff with FFARs.

Delta 51
Sep 1 2009, 08:12
This thread wasn't about the crackling so much as the abundance of an automatic rate of fire being reduced to a single shot audio every 5 seconds, aswell as the fact that only a few sounds are played at oen time, eg 1 single shot rifle and cracks (where it is meant to be 5 auto weapons with cracks and frags, but some sounds just arent being sent through or played).

Remember this is for the BETA patches not 1.03.

Alex72
Sep 2 2009, 16:04
I noticed when i played around that sonic cracks seemed to shorten sounds off. Also ofcourse the MG's are missing sounds a lot. It seems to have gotten a little better with the latest builds. I think?

Anyway im working on a small video to show the other problems that have been since day one. One of those 2 things im really annoyed about is the fact that if you have a mate firing a weapon close to you - you will hear it on both ears. So if your mate is to your right you hear his firing on both ears instead of your right ear.

I have to make a video of this with some speech over to explain the these quirks. And hopefully BIS can find what the issues are and fix it.

Alex

SaOk
Sep 2 2009, 16:30
I have the same problem in latest beta (gunshots cut...). My comp: X-Fi Xtreme Audio with latest drivers, Vista 64-bit, HD4980 (with 9.8 but that new "HDMI audio"-thing disabled because it distorted the sound)

JuggernautOfWar
Sep 3 2009, 20:37
Same here. It happens with anything that has a high RPM.

williepete
Sep 4 2009, 09:06
im also having the same problems as delta which for me sadly means i dont use the beta patches anymore.

Delta 51
Sep 4 2009, 09:25
I feel the sound issue should be a priority as that is meant to be a game play mechanic in which is not finished or working. It is a core element in which a true sim would rely on, firing shots strategically, using the crack thump after firing a round to find cover as not to be seen. Simply put it, even after the game is out and "patch" it is still far from being a quality level release in which indie game developers have done better.

These mouse issues can be solved by turning on or off the dead zone it's not a priority, it is a glitch not a bug. Fixing the enemy vehicle kill problem wasn't even needed at all, in real life a soldier doesn't shoot a tank, hop in it and know what to do, it was a good way to punish people using enemy equipment, this is meant to be a sim, and so the sim features should be fixed before the anything else regardless.

rundll.exe
Sep 4 2009, 10:26
I feel the sound issue should be a priority as that is meant to be a game play mechanic in which is not finished or working. It is a core element in which a true sim would rely on, firing shots strategically, using the crack thump after firing a round to find cover as not to be seen. Simply put it, even after the game is out and "patch" it is still far from being a quality level release in which indie game developers have done better.

These mouse issues can be solved by turning on or off the dead zone it's not a priority, it is a glitch not a bug. Fixing the enemy vehicle kill problem wasn't even needed at all, in real life a soldier doesn't shoot a tank, hop in it and know what to do, it was a good way to punish people using enemy equipment, this is meant to be a sim, and so the sim features should be fixed before the anything else regardless.

As I agree that the sound issues are really bad in the beta patches, it doesnt mean the other issues are not important since you personally dont have problems with it. Using enemy tanks for example, is common in CTI/Warfare and is considered a tactcical move, albeit less realistic.

I really would love some more dev input in this part of the forums. Its simple to repro, so I wonder why it takes so long

Protegimus
Sep 5 2009, 08:49
I'm also experiencing the same problem Delta 51 reported. I'm sure you're working on this already, but it would be great to see improvement in this area as it adds a lot to the game.

Sounds fizzing out (distorting) is back with a vengeance in latest 58972 beta build, this did appeared to be fixed (or dramatically improved) in 1.03 release version.
Using -openal improves things for me a lot, though overall sound effect volume is slightly lower.

Positional audio rendering is also borked, as Alex72 reported.

SoundBlaster X-Fi fatal1ty, driver version 2.18.0008
OpenAL 2.0.7
Sennheiser HD650 headphones
Windows XP Pro SP2

Good work on the beta release testing system BIS!!

Chammy
Sep 5 2009, 17:19
SO the sound problem is getting worse?

JW Custom
Sep 5 2009, 18:54
SO the sound problem is getting worse?

For me yes.... never had any sound issues but with the beta it's really bad!

Sniper Pilot
Sep 5 2009, 20:59
Yeah it's horrible. I hope they don't turn a blind eye on it and release it with the final patch.

jungleboy1
Sep 5 2009, 21:14
Is anyone having problems where the sound is like... fizzing out. I'll hear a lot of gunfire and then suddenly the sound will start to fizzle and crackle and then just stop altogether. It fizzes back on when the firing dies down a bit.

Maybe it's my onboard but I've only noticed it since 1.03

Yeah im having some kind of similar problems too. But it wasnt from the beta patch it was from the first patch. The demo played alright just when i bought the game and started playing when the firing gets intense usually m249 or tank cannons the sound crackles and turns off for like a 5 second period then it comes back to normal when the gunshots slow.

Its a relief to know im not the only person because arma 1/OFP had none of this.

BangTail
Sep 5 2009, 22:56
Yeah im having some kind of similar problems too. But it wasnt from the beta patch it was from the first patch. The demo played alright just when i bought the game and started playing when the firing gets intense usually m249 or tank cannons the sound crackles and turns off for like a 5 second period then it comes back to normal when the gunshots slow.

Its a relief to know im not the only person because arma 1/OFP had none of this.

Same with the Auzentech Forte (X-Fi). The sound needs some work IMHO.

Eth

Pistolfied
Sep 6 2009, 02:51
PyOLbobYrUM
Direct link: http://www.youtube.com/watch?v=PyOLbobYrUM

I made that video to showcase the difference between the 1.03 patch and the latest beta patch. You can obviously see tracers being fired in the beta but you can't hear the MG's firing, there is also MUCH more firing you can hear in the non-beta. You should be able to hear nearly the same amount of firing in both the beta and non-beta but instead there is a massive difference.

I run off of on-board sound on a 750i SLI FTW motherboard.

BD1
Sep 6 2009, 17:42
With regards SOUND, it also seems that the latest Beta patch 58972 is doing something very strange with your sound setup when you enter a game. Before this patch, the game remembers your clientside settings, but now, it changes them.

For example, my client now turns effects off and radio goes to halfway every time I start the game. There is also a sound delay it now seems with Helicopters with rotors turning without any sound at all, for a bit then sound kicks in.

Ra!dar
Sep 9 2009, 15:00
After some short testing it seems that the missing sound problem is mostly gone in 59008. Just sometimes i have missing machinegun sounds in the first burst of an AI shooting in the distance, but the second burst is allways ok. I think the "speed of sound" simulation for the firearms is gone too, assuming that was the cause of the problem.

Grtz Ra!dar

Raggz
Sep 9 2009, 15:52
Biggest problem for me at least is when being in a vehicle like a tank. I can't hear when i'm hit. One has to constantly watch the on screen info to know.

kklownboy
Sep 9 2009, 16:27
Biggest problem for me at least is when being in a vehicle like a tank. I can't hear when i'm hit. One has to constantly watch the on screen info to know. That is big!.

or ears should ring some maybe too..and shock from the hit also...

KeyCat
Sep 9 2009, 16:45
Just had a quick test with the 59008 build and for me I hear good improvements, now I hear MG bursts fired from distance again.

More testing is needed to be 100% sure everything works OK but it looks like BIS is on track to nail this pesky sound bug. With latest 59008 build sound is improved so much I now can start use the betas again...

/KC

Alex72
Sep 9 2009, 19:22
Agreed. Had a long go just now and had tons of stuff firing all directions. Especially tested with MG's. Didnt notice any sound loss. :)

OrdeaL
Sep 9 2009, 20:39
So your telling me they have fixed the sound and havent even mentioned it in the changelog? lol damn!

Any way im off to test it out...

BlueSteel
Sep 9 2009, 22:09
Just tested shooting MGs, no problem there anymore.

Then I placed two MG squads (BLUFOR/OPFOR) at a distance from each other and gave them orders to "DESTROY" each other. I was listening from a couple hundred meters away. I saw tracers and muzzleflashes flying around, but I did not hear nearly as many shots as there should have been. But maybe I was a bit too far away, could barely see the other guys with bare eyes.

EDIT: Tested with 59025.

dogz
Sep 9 2009, 22:22
this worries me as I did not have broken sound with any guns...v72 the only sound glitch I had was helis spooling up gave a 360 degree source.

guess I will have to dload and hold my breath.

LOL at ppl happy big bug fixed and me worried I may now have the bug... :)

OrdeaL
Sep 9 2009, 22:30
Im not gonna say its 100% fixed my end incase i come back 2moro saying "opps its not fixed" and look like a dickhead lol. BUT i must say it does seem fixed!! so this is bloody great news! i can finally use the betas now, and that rudder bug fixed! oh boy!!!!!!

sn0b0ard
Sep 9 2009, 22:34
this worries me as I did not have broken sound with any guns...v72 the only sound glitch I had was helis spooling up gave a 360 degree source.

guess I will have to dload and hold my breath.

LOL at ppl happy big bug fixed and me worried I may now have the bug... :)

Yeah I am happy it's fixed as well. I didn't notice any sounds missing until I ran the soundbug mission, and there was an obvious difference in sound between 1.03 and 1.03.58972.

Alex72
Sep 9 2009, 22:46
this worries me as I did not have broken sound with any guns...v72 the only sound glitch I had was helis spooling up gave a 360 degree source.

guess I will have to dload and hold my breath.

LOL at ppl happy big bug fixed and me worried I may now have the bug... :)

Most people had that problem. Seems weird you didnt.

dogz
Sep 9 2009, 23:28
Hmmm maybe I wont know until I hear the latest patch

could be I dont know what I am missing
I have only played online but I seem to hear most of what is going on other than the odd lag gap.

I watched the vid in this thread and perhaps I just never see enough action to cause an issue.

I will say tho I always felt things sounded a little flat and lacked any solid 3d feel.

Alex72
Sep 10 2009, 13:13
3 people agreeing with the "sticking sounds" over at DevHeaven. Just great... Might mean we have to live with not knowing where explosions and other sounds go off. And transfered to Operation Arrowhead as well.

How people can miss this major flaw is amazing to say the least.

dogz
Sep 10 2009, 14:37
Well just played for 3 hours online with v025 and I can hear no diff from what I have always had and doing in depth comp with the vid in this thread it appears that I have always had ok sound only the occasional skip when everything is lagging/pausing.

guess I am lucky, but I have not had many graphics issues either.

ps except for the 360 degree heli spool up sound

markushaze
Sep 10 2009, 19:27
Just voted yes as well on Dev heaven Alex... everything seems fine for me, however the explosion sound, and if i am not mistaken ( need to test again ) the gunshots, stick to your current view direction.....

Explanation:

Coming out of a tree line, a couple of enemy's just in front....they engage..... i turn around, to run the OPPOSITE direction, the gunshots are still coming from IN FRONT of me, even though they should be behind me....

Makes it very difficult to know who is shooting at you from where...

No other problems concerning sound ( and other major stuff ) to report from my end. all works nicely :-)

Again, thanx BI

BoxiouS
Sep 10 2009, 21:08
I still have missing sounds. It's much better but it's still there. :(
Need to see if i'm the only one and if so poing my finger toward Creative rather than BIS (Audigy 2 zs platinum pro)

JuggernautOfWar
Sep 11 2009, 01:45
I still have missing sounds. It's much better but it's still there. :(
Need to see if i'm the only one and if so poing my finger toward Creative rather than BIS (Audigy 2 zs platinum pro)

Same card I have, no issues aside from the explosions cutting out etc. Everybody has that though. The rapid fire sound bug was fixed with latest beta patch.

mrcash2009
Sep 11 2009, 12:49
I have to report that I have similar things.

(spec in sig).

Basicly explosions that trigger at a certain position are kind of "captured" at that postion relative to my view, then as I pan the sound is "stuck" to that position in my ear and isnt sticking to the emanated position of the explosion relative to my head view.

So if an explosion goes off to my direct left, if I spin around 360 it will still playout direct to my left (or whatever its triggered position was)... and this is with most distant fire/explosions. Yet bird tweets/ambience seems to pan as expected, and also with walk/running of other ai team mates positions and breathing.

I have all settings correct in driver EAX on/X-fi CMSS-3d on set to auto and 2.1 speakers (I simply have stereo).

I also used this tool someone kindly posted in the mods thread to test xaudio on your system :

http://www.armedassault.info/index.php?game=1&cat=addons&id=1063

The thread its linked from is here:


http://forums.bistudio.com/showthread.php?t=83757 (http://forums.bistudio.com/showthread.php?t=83757)

I ran it and panning/doppler are all working as they should and in other games. I do know that previously before patches this kind of thing was fine in Arma2 on my rig.

EDIT:

Just updated to the latest beta and all the same results.

So ....

1. explosions distant fire from my FPV = sticking to trigger position and not panning correctly to where the sound is emanating.
2. walking, breathing, birds twitter & ambiance ok
3. Heli all panning ok but not getting the doppler/3d filter effect that gives the feeling of something behind/in front (an any sounds).
4. Gun fire of my FPV weapon isn't panning when i turn my head, nor does it pan around or doppler when in 3rd person view spinning 360 degrees.

Arma1 was fine and I know this was ok out the box on Arma2. This was also working out the box after I updated April Direct X update too. I can use my Xfi 3d test and the tool I linked above and all is working fine and on, just not inside arma2. This is all via XP.

Tested on latest beta/previous beta/stock 1.03 .. with and without (vanilla) sound mods for all .. and always the same.

BoxiouS
Sep 11 2009, 13:43
Same card I have, no issues aside from the explosions cutting out etc. Everybody has that though. The rapid fire sound bug was fixed with latest beta patch.

Right thanks. The cutting out is the issue i'm talking about.

Alex72
Sep 12 2009, 04:33
Thank you MarkusHaze and Mrcrash2009 for noticing and actually posting about this big problem. I think its very easy to miss it if your not really thinking about it. Since i work with sounds IRL i notice these things pretty fast, and this in particular have had me go nuts many times. Im sure this problem has confused players but they havent reflected on that it is a problem in the game.

I made a video long time ago and i was thinking of making one more with my crappy voice overlayed and explain it in child terms so everyone gets it. I feel like im bitching and whinging, but in the end when this is getting fixed it will help everyone playing this game.

Thanks guys.

Odjob
Sep 12 2009, 11:22
So if an explosion goes off to my direct left, if I spin around 360 it will still playout direct to my left (or whatever its triggered position was)... and this is with most distant fire/explosions. Yet bird tweets/ambience seems to pan as expected, and also with walk/running of other ai team mates positions and breathing.

I have the same issue, this also happens with the startup sound of helicopters. The actual engine sound pans fine but the startup sound dont.

Delta 51
Sep 13 2009, 05:43
Well after testing today, yes the sound has been fixed, HOWEVER, the speed of sound is only working on the first shot, every subsequent shot after that the thump is heard before the crack.

And yeah i have noticed static sounds as well.

BangTail
Sep 15 2009, 15:35
Footsteps, gun reloading and ambience (that's what I've noticed in an hour of play) still cutting in and out under 1.04. Thought it might be VOP but even with VOP disabled, it's still happening.

EDIT ** Tested with and without other addons and it's still happening. I notice whenever there is Thunder during a storm, it cuts out reloading, footsteps and other ambient sound to a far greater extent than it does under normal weather conditions.

EDIT #2 ** This seems directly related to a lot of ambient sound and is easily reproducable by setting the weather settings to storm (thunder). Whenever there is Thunder, other sounds start to cut out. This is the easiest way to reproduce it although it happens in other scenarios as well to a lesser extent.

IMHO, the XAudio2 engine is a total bag of shite. They should have stayed with the hardware sound engine from A1/OFP.

Eth

Delta 51
Sep 16 2009, 01:54
Better question is, did BI put this Beta patch testing section because they actually wanted feedback to listen too? Or to make people feel secure about their problems :P

BangTail
Sep 16 2009, 02:01
Better question is, did BI put this Beta patch testing section because they actually wanted feedback to listen too? Or to make people feel secure about their problems :P

Little of both I suspect :D

dogz
Sep 16 2009, 12:49
Footsteps, gun reloading and ambience (that's what I've noticed in an hour of play) still cutting in and out under 1.04. Thought it might be VOP but even with VOP disabled, it's still happening.

EDIT ** Tested with and without other addons and it's still happening. I notice whenever there is Thunder during a storm, it cuts out reloading, footsteps and other ambient sound to a far greater extent than it does under normal weather conditions.

EDIT #2 ** This seems directly related to a lot of ambient sound and is easily reproducable by setting the weather settings to storm (thunder). Whenever there is Thunder, other sounds start to cut out. This is the easiest way to reproduce it although it happens in other scenarios as well to a lesser extent.

IMHO, the XAudio2 engine is a total bag of shite. They should have stayed with the hardware sound engine from A1/OFP.

Eth


man thats a mess

as stated elswhere my sound does not have these issues... location/directional/distance delay etc all seem as they should, I do have the heli startup bug

I can track unseen vehicles, shooters, MG positions while navigating/changing direction moving through a village or town.

I use soundmax driver software with stereo headphones.

mrcash2009
Sep 20 2009, 12:53
I have the same issue, this also happens with the startup sound of helicopters. The actual engine sound pans fine but the startup sound dont.

Yes I spotted that too recently.

Alex72
Sep 23 2009, 05:57
That dogz dont have this problem is amazing. Everyone i talk to with a range of old to latest hardware in soundcards have the same issue. Vehicles engines running is no problems - only some startup and shut down sounds. Also explosions made by artillery. Also the "mono" sounds when firing your rifle in 1st person. Turn your head to left and fire some rounds: hear them in right ear? Nope - both no matter how you turn. This also confirmed from all ranges of cards plus the sound modders in this community.

I guess you have to work with sounds to get most of this. Ocupational hazard. Its on good and evil. Good if it gets fixed, and bad if it doesnt since i will notice it while some plays happy not noticing.

I think and hope BIS is looking into this even though not telling us.

About broken sounds i notice still in 1.04 from some angles helicopters firing MG's can distort slightly. Just as it shoots, and not this distortion that hanged around a while after you stopped. It distorts very quick/short per bullet so to speak, and then as you stop its all good. But this is with just some certain angles. Also used SOW sound mod. But in ArmA1 we had a lot of soundmods without this happening. Unless some new values should be changed with care in ARMA2 not to get this to happen? Dont know.

markushaze
Oct 15 2009, 08:01
Is it just me, or dose the sound issue seem resolved?

I can perfectly zero in on someone shooting at me, i can clearly hear vehicles as they drive, or turn on their engines....
Only problem left seems to be the explosions.

This is using the latest beta.

I have to test more, but i rely didn't notice any more problems.
Please do some more testing, and post feedback, we have to much conflicting info here.
If there are new drivers out for your sound hardware install them, and retest.
there shouldn't be a difference in sound between us, we should all have the same audiophile experience :-)

Alex72
Oct 15 2009, 13:04
The sticking explosions and startup sounds have not been fixed. Ofcourse we can "hear" them, but if you turn your head the sound is not tied to its source. And i need to test the latest more but 59210 still distorts when i look from certain angles. Sometimes shots fired have some "beep/screetch" sound to them - very subtle many times, and sometimes flat out distortion but not as much as before. Still there though.

I dont know with the latest patch as i dont use it - too much lag. Also, it is not stated by BIS that they did anything to the sound so i havent really checked.