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19 hours ago, Roddis said:

 

 

 

Ps I have to raise a blame on the community though. 

During RC phase i can never found only one person on the official vanilla server to verify massively the release.

Neither no one KOTH, no one EUTW, or whatsoever big MP actors involved in the RC test.  

It must to be said!!! 

 

 

Fixed: Weapons would sound muffled when out of direct line of sight

 

hopefully they can get it into hotfix.

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I also noticed some sounds will not be played at appropriate volume or at all in this specific case:

  1. have multiple scorchers next to each other
  2. have them fire at a random location
  3. move around while they're firing

Depending on where you stand you can barely hear the cannon from a scorcher that's behind another scorcher from your point of view.

Considering that these cannons put out a humongous amount of sound this is rather odd.

 

Might affect other vehicles too.

 

Cheers

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As of todays update on dev. there is no engine sound in 1st person cockpit view of the Wipeout.

 

Edit the buzzard cannon sound in 1st person is fairly loud. While 3rd person cannon is low low. 

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Wanted to add another observation:

The center channel of a 5.1 set up is not playing any noticeable sound when driving a vehicle in first person, seems like the engine noise is coming from both front/rear and sub channels with the center not doing much at all.

When hopping out of the vehicle, leaving the engine running or switch to third person, the center sounds as it's supposed to.

 

Cheers

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The new environmental sounds for Stratis & Altis are awesome, amazing how much they improves the atmosphere.

Thanks alot!

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30 minutes ago, R3vo said:

The new environmental sounds for Stratis & Altis are awesome, amazing how much they improves the atmosphere.

Thanks alot!

I actually got to appreciate them more because of the Wipeout first person sound bug. Swooshing up in the air like a birdy.

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Windows 10 Creators Update adds spatial audio support on API-level which can be leveraged by win32 and UWP programs. I think Arma 3 could make good use of it's 7.1 virtual surround for headphones if Arma was patched to make use of it.

 

Quote

Windows Sonic is Microsoft’s audio platform for more immersive audio. It includes integrated spatial sound on Xbox and Windows, with support for both surround and elevation (above or below the listener) audio cues. Spatial sound can be leveraged by Windows desktop (Win32) apps as well as Universal Windows Platform (UWP) apps on both Windows and Xbox One. The spatial sound APIs allows developers to create audio objects that emit audio from positions in 3D space. Dynamic audio objects allow you to emit audio from an arbitrary position in space, which can change over time. You can also specify that audio objects emit sound from one of 17 pre-defined static channels (8.1.4.4) that can represent real or virtualized speakers. The actual output format is selected by the user, and can be abstracted from Windows Sonic implementations; audio will be presented to speakers, headphones, and home theater receivers without needing any code or content changes. For V1., the platform fully supports real-time Dolby Atmos encoding for both HDMI and stereo headphone output, as well as Windows Sonic for Headphones encoding for stereo headphones. Finally, Windows Sonic apps abide by system mixing policy, and their audio can also be mixed with non-spatially aware apps. Windows Sonic support is also integrated into Media Foundation; apps that use media foundation can successfully play Dolby Atmos content with no additional implementation.

Spatial sound with Windows Sonic supports TVs, home theaters, and sound bars that support Dolby Atmos. Spatial sound can also be used with any pair of headphones via Windows Sonic for Headphones or Dolby Atmos for Headphones.

 

https://msdn.microsoft.com/en-us/library/windows/desktop/mt807491(v=vs.85).aspx

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16 hours ago, heavygunner said:

I guess it's the same thing which the Steam Audio is trying to do?

 

Yes, and no.

 

Think of Steam Audio as a third party library which the game engine can hook into to make use of certain environmental and spatial sound effects. You can almost think of it like the PhysX of audio. It can do headphone spatialization, but it's only one of many things it can do.

 

Windows Sonic takes the output stream (which can be object based, or use old fashioned pre-defined channels) from the application, and mixes it according to how you configured your sound system in the Windows settings. This way, the game doesn't have to care about what type of speaker setup you have. It can be just normal stereo speakers, 5.1 surround or some crazy surround setup with many channels, including vertical ones. The game doesn't have to care, because Windows takes responsibility of mixing it correctly for your particular setup. The game outputs a sound together with positional data, and then Windows Sonic decides which speakers that sound is sent to, based on the positional data. It will also do headphone spatialization if you are using headphones. I guess that's the one thing that both Windows Sonic and Steam Audio does. Except for that, they are completely different things.

 

You could take advantage of both and use them at the same time as long as you make sure both aren't doing headphone spatialization at the same time which would double the effect and sound very bad.

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Usually I tend to moan about the sounds, but the new jets sound really good.
Only thing I found odd was the lack of sonic boom. I could see the jet coming, but not hear it until it was past me, but it's sound  "cuts" in loud, instead of that "bang" sound.

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So, I wanted to hear the epic roar of the new jets from the ground. So i place a playable soldier, and got in a jet, climbed, and dived at mach 1. When i was 2-1.5k from the soldier, i would switch. However unfortunately, the sound of the jet from the inside remained in my ear, until either the jet passed the soldier, or the engines for facing 90 degrees+ of the soldier. This is probably the most disappointing glitch i've ever come across.

 

Solution? Well in Arma 2, there was a feature, however small, made a massive difference in mmany situations that really benefited gameplay. Not sure how to explain this, but ill try.

 

There were two audio sources for Aircraft. Helicopters had a positive and a negative. What this means is, when flying a helicopter, the sound above the helicopter, was much different than the sound below it. This also makes sense IRL. The Helicopter flies by blades pushing air down, pulling it from above it, so the sound of a heli flying by, and banking to one side would be different. The sound below the heli was louder, air being pushed by each blade, and you could hear that in the Audio.

 

As for jets, you front end of a jet was quieter, and when it passed, the loud roar pierces the sky. The engines are much louder facing you, but when the intake is facing you, you can more distinctly hear the screeching, and whaling of a fighter, then the ground shaking roar after it passes. Is there a way to bring this split Audio feature back?

 

Edit: After testing speed and stuff for the Black Wasp, i've come to the conclusion it's Sonic Boom that i'm experiencing with high speed passes. However, it's not perfect, it's still got some tweaking to go through, but it's pretty close. 

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One must have is to tweak that Sound inside Vehicles/Aircrafts, i cannot hear the guys on the sidechannel or even on Teamspeak :D Please Add some Ear-Plugs.

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30 minutes ago, McQuade said:

One must have is to tweak that Sound inside Vehicles/Aircrafts, i cannot hear the guys on the sidechannel or even on Teamspeak :D Please Add some Ear-Plugs.

The only solution atm is to turn down effects volume in game, turn up VON and Radio. Crank up the audio from teamspeak.

 

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25 minutes ago, peegee said:

The only solution atm is to turn down effects volume in game, turn up VON and Radio. Crank up the audio from teamspeak.

 

 

I wish all the sound levels would get rebalanced at some point. Ideally, 100% audio settings should be properly balanced and volume levels should only be used for personal preferences.

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Yup. They got the Speed of Sound dead on i think, it's just the boom is missing. Though there's still some weird behavior when flying a jet close to another unit, and switching to that unit. If your in first person, you hear the first person jet sound until the jet passes the unit you've switched to. I'll have to make a video about it soon for a cleaner example.

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When flying one of the Jets fast with many turns (just placed some opfor jets and hunted them with blufor jets) sound is stuttering and fading out complete until there is no more sound. 

flying slower without turns sound comes back again then. 

 

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Dear Bohemia Interactive Developers,

 

For god's sake, please do change or disable this terrible moaning when player get's wounded!!!

It sounds like watching any porn ... really

:glare:

I would really appreciate this would get changed that it is not so annoying anymore

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14 minutes ago, maquez said:

Dear Bohemia Interactive Developers,

 

For god's sake, please do change or disable this terrible moaning when player get's wounded!!!

It sounds like watching any porn ... really

:glare:

I would really appreciate this would get changed that it is not so annoying anymore

Ha perhaps even lower how often it repeats.

 

Jets dlc almost here. no sound of the jet wheels on runway a screech/ tud when landing fast anything to say hey this jet is moving on a surface. 

 

Still holding out don't let me down.

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On 5/10/2017 at 6:43 AM, maquez said:

Dear Bohemia Interactive Developers,

 

For god's sake, please do change or disable this terrible moaning when player get's wounded!!!

It sounds like watching any porn ... really

:glare:

I would really appreciate this would get changed that it is not so annoying anymore

I disagree with that. Most people moan for 30 mins or more when stubbing their toe. Getting shot/injured and surviving will probably result In such moans for hours on end. This is why there are medical supplies in game. Your not supposed to be running around while your wounded, much less injured. Heal up, and problem solved. Next people will complain they can't tell they were injured cus there's little to no sound.

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45 minutes ago, darksidesixofficial said:

I disagree with that. Most people moan for 30 mins or more when stubbing their toe. Getting shot/injured and surviving will probably result In such moans for hours on end. This is why there are medical supplies in game. Your not supposed to be running around while your wounded, much less injured. Heal up, and problem solved. Next people will complain they can't tell they were injured cus there's little to no sound.

While I agree with you, I think that BIS needs to add more variety to their groans and also add an option to disable these easily (Options/Game).

Personally nothing else brings the visceral pain and terror than hearing an enemy and/or your allies groaning or crying in agony.

Until BI add this, I use these 2 mods to great effect:

Frog Screams

mrg units sfx

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6 hours ago, darksidesixofficial said:

I disagree with that. Most people moan for 30 mins or more when stubbing their toe. Getting shot/injured and surviving will probably result In such moans for hours on end. This is why there are medical supplies in game. Your not supposed to be running around while your wounded, much less injured. Heal up, and problem solved. Next people will complain they can't tell they were injured cus there's little to no sound.

 

Yeah but this a game man. They don't have to remove it entirely, but it'd be nice if it stopped after a while. I'm not always near a medic when I'm not playing as one, and it is unbelievably annoying to make your way across the map listening to nonstop moaning with headphones on. If I wanted super-duper realistic milsim Arma I'd mod the bejesus out of my game like those guys do. 

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Maybe they can replace the moans with non-stop swearing as long as you're wounded. Both realistic and adds variety ;-)

 

I'm looking forward to nonstop swearing in British English, American English, Greek, Farsi, French and Chinese.

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