Ingame sounds
Kasperle
Join Date: 2004-09-29 Member: 31990Members
<div class="IPBDescription">the most annoying sounds in comp. play</div>There are numerous sounds that really pisses me off.
It starts with the beginning of a round. The music that is played at the beginning absolutely prevents me from hearing incoming enemies ( e.g. close spawn, where its crucial ).
Then there is the sound, when the hive-hp drops below a certain percentage, which is - for me - the most annoying sound.
Then there is the sound, when u complete building a powernode ( what u most likely do before building anything else ). It makes it very hard to hear incomming aliens.
Then there is the ambient sound, that causes SoundInstanceErrors which result in big fps drops and makes fighting in a particular area of the map pretty much impossible. These errors can even result in a crash of the client.
I dont want to hear any of these sounds i mentioned above. Why do u force me to ?
It starts with the beginning of a round. The music that is played at the beginning absolutely prevents me from hearing incoming enemies ( e.g. close spawn, where its crucial ).
Then there is the sound, when the hive-hp drops below a certain percentage, which is - for me - the most annoying sound.
Then there is the sound, when u complete building a powernode ( what u most likely do before building anything else ). It makes it very hard to hear incomming aliens.
Then there is the ambient sound, that causes SoundInstanceErrors which result in big fps drops and makes fighting in a particular area of the map pretty much impossible. These errors can even result in a crash of the client.
I dont want to hear any of these sounds i mentioned above. Why do u force me to ?
Comments
the sound menu keeps resetting back to defaults when you leave the game, even though the tabs are set to where you last set them, but it's not accurate, you have to move one of the tabs and then hit Apply again and it sets back to your tab settings.
I only notice this because I like the microphone sound to be right down, and everytime I enter the game it's really loud so I have to go into the options and move the little tab back and forth and hit apply again :|
Nothing serious but annoying :)
Whether UWE is aware of this i have no idea but i would guess they do. (but you can never be sure).
Cant you just make a mod or something to disable that heinous music that plays? I turn music off or low (if the music is good) on every game i play.
Whether UWE is aware of this i have no idea but i would guess they do. (but you can never be sure).<!--QuoteEnd--></div><!--QuoteEEnd-->
First time i've heard of that?
I'll post it in CF and see if anyone has heard of this.
Any means you've discovered to reproduce this or measure it to speed up discovery time for us?
<!--quoteo(post=1982726:date=Sep 24 2012, 09:30 PM:name=Sops)--><div class='quotetop'>QUOTE (Sops @ Sep 24 2012, 09:30 PM) <a href="index.php?act=findpost&pid=1982726"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Another sound bug, there is a hallway on Tram right outside of repair room leading to ore processing that often gets bugged and will play random sounds like skulk bite every time you walk through it. This has been bugged for a long time.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yea... every map has this. Its called the origin bug.
Its, from my understanding, the center of the map where sounds sometimes go to die and be reborn again.
Ever seen the white flashing corner in landing pad? or the weird fade effects just hovering in air sometimes like in tram with barking noises? Thaaattsss the Origin Fairy.. trying to scare the $#%^ out of you in the dark lol.
Not a bad idea.
Sound direction is off often or delayed which is quite annoying.
Whether UWE is aware of this i have no idea but i would guess they do. (but you can never be sure).<!--QuoteEnd--></div><!--QuoteEEnd-->
Quote from the patch log:
"Changed the game to use the speaker configuration that was designated in the Windows control panel."
That's all they implemented.
So whatever you setup in your sound drivers and windows sound panel as primary audio device, is used...
This means ppl can have wrong settings in their sound drivers, e.g. setting it up for 5.1 audio with a headphone connected instead of using virtual Surround or stereo... i <u>guess </u>this could do exactly what you describe. (so if the game, movie or whatever supports it(oh you got 5.1 in your setting? let me send the sound to those speakers), its outputting sound to channels that you dont have in your headphone => you cant hear those channels, because they dont physically exsist - it doesnt check if speakers are connected)
But again - i dont really know anything about this topic... its just me guessing crap.
After a bit of googling, fmod should have support for DTS 7.1 and lots of other stuff... dunno if its implemented properly in ns2 tho. (no patchnote or dev post so far mentioned anything in detail about this stuff)
Quote from some ###### article i found via google:
"The support of DTS Neural Surround within FMOD makes it easy for game developers to integrate the technology within their titles. FMOD has worked to make the process intuitive for customers with a simple initialization flag for the application of DTS Neural Surround. Developers can then provide a consistent 7.1 audio experience across all platforms, even for audio connections like S/PDIF, which cannot traditionally support 7.1."
Actually we should have more sliders.
Master
Atmospherics
Music (guess atmospherics and music could be only one slider)
Effects
Voice in and output
Alerts(?)
Oh thats interesting. i must be wrong then.
Weird though, i still have it on quadrophonic but its like the sound fov is drastically reduced.
If required, I'll see what I can do to reproduce.
If required, I'll see what I can do to reproduce.<!--QuoteEnd--></div><!--QuoteEEnd-->
Happens to me too when I cast
Mostly happening around center of the map tho. Not sure what triggers it but sound is local for the matter.
Hope we still get some big improvements in the sound department.
Whether UWE is aware of this i have no idea but i would guess they do. (but you can never be sure).<!--QuoteEnd--></div><!--QuoteEEnd-->
That sounds exactly right. And the game sounds so bad if I set my sound card to only use two channels.
<!--quoteo(post=1982759:date=Sep 25 2012, 02:58 AM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Sep 25 2012, 02:58 AM) <a href="index.php?act=findpost&pid=1982759"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actually we should have more sliders.
Master
Atmospherics
Music (guess atmospherics and music could be only one slider)
Effects
Voice in and output
Alerts(?)<!--QuoteEnd--></div><!--QuoteEEnd-->
Also, this.
I agree, is there a dx8.1 mode I can set the game to so I can see through the lerk spores easily as well? Also fullbright would fit better with competition and we should all use the cel shaded pack so we don't get distracted with the art design. :P
<!--quoteo(post=1982759:date=Sep 25 2012, 02:58 AM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Sep 25 2012, 02:58 AM) <a href="index.php?act=findpost&pid=1982759"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree to this topic, i wish we could have a lot of this sounds adjustable trough the music slider in the options. (or at least turned down for now, until you got the time to implement this)
Actually we should have more sliders.
Master
Atmospherics
Music (guess atmospherics and music could be only one slider)
Effects
Voice in and output
Alerts(?)<!--QuoteEnd--></div><!--QuoteEEnd-->
Atmospherics and effects should be one in the same. You would have a stupid advantage if you have it turned off while in a room with a big rumbling machine compared to another player who left it on. Also I like the idea of masking your player noise behind a larger atmospheric noise, like splinter cell.
I'm hoping the surround sound issue does get fixed, because sound in any game is one of the most important things to me.
The hive/cc going down -music is another story. While it's not BAD, it's just not really exciting.
As for skulks, I rarely hear them coming, ever. Like 10 feet and I can hear 'em. Maybe.
"Changed the game to use the speaker configuration that was designated in the Windows control panel."
That's all they implemented.
So whatever you setup in your sound drivers and windows sound panel as primary audio device, is used...
This means ppl can have wrong settings in their sound drivers, e.g. setting it up for 5.1 audio with a headphone connected instead of using virtual Surround or stereo... i <u>guess </u>this could do exactly what you describe. (so if the game, movie or whatever supports it(oh you got 5.1 in your setting? let me send the sound to those speakers), its outputting sound to channels that you dont have in your headphone => you cant hear those channels, because they dont physically exsist - it doesnt check if speakers are connected)
But again - i dont really know anything about this topic... its just me guessing crap.
After a bit of googling, fmod should have support for DTS 7.1 and lots of other stuff... dunno if its implemented properly in ns2 tho. (no patchnote or dev post so far mentioned anything in detail about this stuff)
Quote from some ###### article i found via google:
"The support of DTS Neural Surround within FMOD makes it easy for game developers to integrate the technology within their titles. FMOD has worked to make the process intuitive for customers with a simple initialization flag for the application of DTS Neural Surround. Developers can then provide a consistent 7.1 audio experience across all platforms, even for audio connections like S/PDIF, which cannot traditionally support 7.1."<!--QuoteEnd--></div><!--QuoteEEnd-->
well they need to un do this "Changed the game to use the speaker configuration that was designated in the Windows control panel."
There is nothing wrong with my sound settings in windows. But the sound cuts in and out like crazy after this patch. Never have it problem in any other game and in fact never had it in ns2 intill this build.
But after a while i hear the problems:
- Random front-rear swaps (seem to be cause an filter in large rooms)
- Walking sound out of the speaker the direction you move
- Sound cuts or missing sounds
This annoys me more than the starting or endmusic.
Marine footsteps, on the other hand, are hard to hear if they're not sprinting. The lack of "being hurt" sounds on both teams also sucks.
Mostly happening around center of the map tho. Not sure what triggers it but sound is local for the matter.<!--QuoteEnd--></div><!--QuoteEEnd-->
Check the earlier post on the mis-guided pranks of the Origin Fairy for this one.....