NS2's Sound
Orz
Join Date: 2010-03-24 Member: 71069Members
<div class="IPBDescription">About how sound is managed, the engine's capabilities, quality etc</div>I was wonder if one of the devs could please give a short runthrough of the sound system in NS2 - like how it's handled by the engine, what it's capabilities are (ie, can it do 5.1 output?), what sort of quality it's capable of, etc.
Comments
we use the FMOD middleware as our sound engine, which is the same sound engine thats used in a bunch of titles, crysis 1/2 the witcher 2 etc.
it can do a bunch of things that we utilize like realtime room reverbs and DSP effects, reatime geometry obstruction (which every one hates!!, ive tweeked this recently so its barley noticable by the way.. now a wall only only obstructs the dry signal by 20% it was 40% b4 and the reverb signal is not obstructed at all now.)
the part of the engine that i use is FMOD designer which is a nice gui app for me to adjust all the attributes of the sounds once the game triggers them, volumes pitches, how the sound changes based on distance to the listener wether it loops or is a oneshot whether the sound is loaded into memory or streamed from the hard disk etc.
it supports 5.1 and im pretty sure 7.1 too, which we will have in the audio options in NS2 soon
it can play back most sound formats , the highest quality we use is 16bit 44.1k (CD quality) but its capable of playing back very high sample rates, the highest ive put in was 96k. we also use much lower samplerates for things like some ambient sounds to reduce the audio memory footprint, and mp2 and .ogg for some of the music too.
hope that helps
:)
One thing I'd really like to know is when will we be able to balance sound effect volume with voice chat volume? It really bugs me when I can't hear the comm's orders over the sound of skulk bites no matter which team.
I consider stuff like this more of a design decision (to create immersion/tension) than a mistake by the developers
If it is a design choice, fair enough. Obviously teamspeak/vent makes it a non-issue for propper matches. But this game of all games relies on teamwork. Why undermine that?
background sound is way 2 obnoxious
Righto, cheers.
my changes to geometry obstruction , and volume fallofs should be in the next patch , it should improve this a lot.