First person footstep sounds
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Navo
- Posts: 1389
- Joined: 2011-05-22 14:34
First person footstep sounds
Hi,
Yesterday playing Saarema I noticed that the first person footstep sounds are a bit annoying.
There is a constant crackling sound, and every few seconds you hear a sounds that sounds like rubber boots touching eachother (Thats the best I can make of it). I was walking on grass.
My suggestion is to remove the unnecessary sounds while walking, and make the footstep sounds more like they used to be in 0.98.
Yesterday playing Saarema I noticed that the first person footstep sounds are a bit annoying.
There is a constant crackling sound, and every few seconds you hear a sounds that sounds like rubber boots touching eachother (Thats the best I can make of it). I was walking on grass.
My suggestion is to remove the unnecessary sounds while walking, and make the footstep sounds more like they used to be in 0.98.
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Myru
- Posts: 137
- Joined: 2009-01-29 12:53
Re: First person footstep sounds
I can confirm this. There is ahigh pitched sound which probably represents the sound of shaking personal equipment of the ingame soldier which is really annoying since it's kind of crackling. The footstep sound being one of the most frequent sounds ingame, I believe this should be adjusted.
Edit: It's especially annoying on Saarema.
Edit: It's especially annoying on Saarema.
Last edited by Myru on 2013-07-01 16:05, edited 1 time in total.
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Prevtzer
- Posts: 648
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Re: First person footstep sounds
Agreed, make it more like 0.98, including volume.
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FlamingSoul
- Posts: 41
- Joined: 2009-03-04 12:42
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viirusiiseli
- Posts: 1171
- Joined: 2012-02-29 23:53
Re: First person footstep sounds
Someone went overboard with vehicle/helicopter noises along with first person walking sounds... They're way too loud and now you can't hear footsteps almost at all.
IRL your attention is not concentrated on your own footsteps, but in the sounds around you due to how the human brain works. (Unless you're sneaking around and don't want to be heard ofcourse, but even still you hear others easily since you're not causing much noise.)
IRL your attention is not concentrated on your own footsteps, but in the sounds around you due to how the human brain works. (Unless you're sneaking around and don't want to be heard ofcourse, but even still you hear others easily since you're not causing much noise.)
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AfterDune
- Retired PR Developer
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Re: First person footstep sounds
Other game sounds are probably louder, which is why people think footsteps are softer than they were.
Louder vehicles (helicopters and jets for example) are intentional. They should be even louder if you compare it to reality though.
Volumes may be changed in the future, but at this moment there are no plans to do so.
Louder vehicles (helicopters and jets for example) are intentional. They should be even louder if you compare it to reality though.
Volumes may be changed in the future, but at this moment there are no plans to do so.

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K4on
- Retired PR Developer
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Re: First person footstep sounds
Listen to ya footsteps when no choppers/vehicles are around
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FlamingSoul
- Posts: 41
- Joined: 2009-03-04 12:42
Re: First person footstep sounds
Speaking about volumes, can't hear mumble while in some vehicles, while other vehicles are fine. 

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007.SirBond
- Posts: 276
- Joined: 2012-12-12 05:03
Re: First person footstep sounds
I don't know about you guys, but if I'm moving with a shit ton of equipment and gear, along with those boots and carrying a weapon, traveling on mother nature's terrain. It's hard for me to hear footsteps of someone unless I stop.
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cyberzomby
- Posts: 5336
- Joined: 2007-04-03 07:12
Re: First person footstep sounds
I love the new walking sounds btw! Very nicely done.
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-=anders=-
- Retired PR Developer
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- Joined: 2005-10-27 14:48
Re: First person footstep sounds
I've already cranked up the footsteps. Should be louder close up and more audible at distance. There are no 1st person sounds for sounds like footsteps. Can only have one sound for both 1st person and 3rd person.Navo wrote:Hi,
Yesterday playing Saarema I noticed that the first person footstep sounds are a bit annoying.
There is a constant crackling sound, and every few seconds you hear a sounds that sounds like rubber boots touching eachother (Thats the best I can make of it). I was walking on grass.
My suggestion is to remove the unnecessary sounds while walking, and make the footstep sounds more like they used to be in 0.98.
I don't know what sounds you really are talking about. They're not at all much other sounds than footsteps going on in the walking sounds. Its in the sprinting sounds I have more shaking equipment sounds.
Record a vid here, so I know what you're talking about. Cause I havent noticed anything wrong with the grass sounds.
What fits one guy's ear, doesnt fit another.
I have the toughest job getting all people satisfied. You must understand that. If even 80% like all my work of the community then, I cant please the rest.
Ill take a look at the grass footsteps sounds.
I wont ever increase the volume anymore, cause they're much louder than in 0.98 now.
Vehicle sounds should be loud as hell, period. That was my goal. Especially, jets, choppers, tanks, ifvs. The ones that shouldnt be that audible are small civicars and I've researched ENOUGH with the volume distances for those engines.
nope.Prevtzer wrote:Agreed, make it more like 0.98, including volume.
They already are, dunno if those changes went in the latest open beta version.FlamingSoul wrote:+ for the louder footstep sounds
That is intentional and that was my goal. Dont argue with me on that one, cause you know thats how it should be.viirusiiseli wrote:Someone went overboard with vehicle/helicopter noises along with first person walking sounds... They're way too loud and now you can't hear footsteps almost at all.
IRL your attention is not concentrated on your own footsteps, but in the sounds around you due to how the human brain works. (Unless you're sneaking around and don't want to be heard ofcourse, but even still you hear others easily since you're not causing much noise.)
I know what you mean with the last part. But believe me, when I say that if you pay attention you actually CAN hear where the footsteps are coming from if nothing really happens around you like gunfire or explosions or vehicles passing by.
But let's say you're in a forest. I had a plan some months back (and actually did it), to create triggerale things, like twigs and bushes sounding when you're moving around in a forest iex. I also want to experiment with more visible things like the birds we have right now. More animals reacting to your movement or gunfire.
Lets say you're closing into some bushes in the tight forests of saareema map. All the sudden 50 meters away you will hear some wild animal squeeling or som birds in a bush.
The enemies will hear that and now that you're coming.
As I said I've also tried this with twigs and stuff for the enemies to locate you about 50 meters away.. BUT, it's all up to the mappers if they want to work with me on that, cause the map makers are the bosses on what goes into the levels.
But I see your point, but the volume of footsteps are Certainly not too low at all. Many have complained that they're too loud.
So again, my work is the most frustrating considering I want to please everyone. But I create sounds as I would want to experience them in a world like battlefield.
This is also intentional depending on where you sit in a vehicle. If you are the gunner in a HMMWV, you have dynamic wind sounds that envelopes depending on what speed you're moving in. If the vehicle stops you would ofcourse hear your screaming comrades inside the vehicle.FlamingSoul wrote:Speaking about volumes, can't hear mumble while in some vehicles, while other vehicles are fine.![]()
Same goes for choppers. Sitting outside a Littlebird, you wouldnt hear **** over mumble.
But I've worked alot with this, just for gameplay sake. The soundobstruction is a setting you can make to obstruct all sounds outside your 1st person view.
This has always been at the highes to "dampen" all the other sounds when flying a jet. To simulate that you're inside a vehicle and should be able to communicate over radio.
Thing is when you set the obstruction tooo high, you wont hear like incoming hits from rockets, shells/apc rounds as clear as with a lower sound.obstruction. This is a real pain for me.
Cause if I would lower the overall engine volume of a vehicle, you would think its way too low standing outside it and even at distance. You would think, where's that tank? And then: "OH SHIT! There it is!!".
People have told me to actually make the tanks louder at distance, but I can hear them really far as it is right now. So Im abit confused to really make them louder at distance, but I see their point. Ill work more with that. But I think that you could hear the vehicles, especially civicars and some tanks waay too far over the map in 0.98.
I tried this in reality, recording car engine sounds and experimented with distance. A car engine is really low at distance, especially a kombi car. So I worked in 2 months just getting pitch and sound volumes correct for the different vehicles.
Thx.cyberzomby wrote:I love the new walking sounds btw! Very nicely done.
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PR:BF2 Sound & VisualFX
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Hietaa
- Posts: 175
- Joined: 2007-09-24 13:53
Re: First person footstep sounds
Problem is if you can't hear anything while inside a vehicle people will lower ingame effects so they can communicate with their squads. This leads to them wanting stuff to be louder and goes onto a cycle which just keeps making everything louder while people keep lowering their effects volume. The actual fix for the problem would be to dampen all sounds while in vehicles so that you can actually hear mumble comms. This might not be the msot realistic option but it is what should be done for gameplay. It doesn't have to be dead quiet but dampened enough that you can hear others talking. It doesn't make any sense you can't hear the guy next to you in a truck or humwee and really hurts gameplay.[R-DEV]-=anders=- wrote:This is also intentional depending on where you sit in a vehicle. If you are the gunner in a HMMWV, you have dynamic wind sounds that envelopes depending on what speed you're moving in. If the vehicle stops you would ofcourse hear your screaming comrades inside the vehicle.
Same goes for choppers. Sitting outside a Littlebird, you wouldnt hear **** over mumble.
But I've worked alot with this, just for gameplay sake. The soundobstruction is a setting you can make to obstruct all sounds outside your 1st person view.
This has always been at the highes to "dampen" all the other sounds when flying a jet. To simulate that you're inside a vehicle and should be able to communicate over radio.
Thing is when you set the obstruction tooo high, you wont hear like incoming hits from rockets, shells/apc rounds as clear as with a lower sound.obstruction. This is a real pain for me.
Cause if I would lower the overall engine volume of a vehicle, you would think its way too low standing outside it and even at distance. You would think, where's that tank? And then: "OH SHIT! There it is!!".
People have told me to actually make the tanks louder at distance, but I can hear them really far as it is right now. So Im abit confused to really make them louder at distance, but I see their point. Ill work more with that. But I think that you could hear the vehicles, especially civicars and some tanks waay too far over the map in 0.98.
I tried this in reality, recording car engine sounds and experimented with distance. A car engine is really low at distance, especially a kombi car. So I worked in 2 months just getting pitch and sound volumes correct for the different vehicles.
Thx.![]()
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007.SirBond
- Posts: 276
- Joined: 2012-12-12 05:03
Re: First person footstep sounds
Do it yourself, all you have to do is turn the BF2 PR effect sounds lower ingame, Mumble input and output volumes are not affected as they run off their own scales. Anders did a well job, he made a huge improvement in sound over 0.98. In fact, everything looks so much better visually as well in 1.0, I went back to 0.98 Ramiel and looked around, the map looks terrible and undetailed compared to the 1.0 Ramiel.Hietaa wrote:Problem is if you can't hear anything while inside a vehicle people will lower ingame effects so they can communicate with their squads. This leads to them wanting stuff to be louder and goes onto a cycle which just keeps making everything louder while people keep lowering their effects volume. The actual fix for the problem would be to dampen all sounds while in vehicles so that you can actually hear mumble comms. This might not be the msot realistic option but it is what should be done for gameplay. It doesn't have to be dead quiet but dampened enough that you can hear others talking. It doesn't make any sense you can't hear the guy next to you in a truck or humwee and really hurts gameplay.
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Mj Pain
- Posts: 1036
- Joined: 2008-05-07 21:18
Re: First person footstep sounds
Reread the post that you quoted.007.SirBond wrote:Do it yourself, all you have to do is turn the BF2 PR effect sounds lower ingame, Mumble input and output volumes are not affected as they run off their own scales..
Lowering sounds when inside a vehicle seems like a good idea. You still can communicate with each other in loud vehicles irl, doing stuff you cant do in PR, like screaming, using handsignals and using radios with earpieces.
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Hietaa
- Posts: 175
- Joined: 2007-09-24 13:53
Re: First person footstep sounds
Did you even read what I posted. If I turn down effects volume so that I can hear comms in vehicles it will also lower the volume when outside a vehicle to levels where I can't hear anything. If I keep the effects volume up where it is good outside a vehicle then I won't be able to hear anything inside a vehicle.007.SirBond wrote:Do it yourself, all you have to do is turn the BF2 PR effect sounds lower ingame, Mumble input and output volumes are not affected as they run off their own scales. Anders did a well job, he made a huge improvement in sound over 0.98. In fact, everything looks so much better visually as well in 1.0, I went back to 0.98 Ramiel and looked around, the map looks terrible and undetailed compared to the 1.0 Ramiel.
For 2 reasons the sound levels should be balanced so that with one sound setting you can hear comms inside vehicles and so that the sound levels are good when outside a vehicle.
1. Realism: You can communicate inside a vehicle no matter how loud it is. Be it normally speaking, hand signals or radios. I've been in military trucks and you can talk to other people who are next to you. Right now in PR it is almost impossible to hear someone right next to you when in pretty much any vehicle.
2. Gameplay: Not being able to communicate with other people that are in your vehicle lowers gameplay value hugely. Let's take a situation where you are a squad that just spawned in base and took a truck/humwee/apc/helo to transport yourself. If no one can hear what the SL is telling they are about to do everyone will be running around cluelessly after arriving to where they were going and the SL has to explain everything again wasting time and possibly even killing them due to miscommunication. Or another situation of technical/humwee driver and gunner. Even if they would have problems hearing others IRL it doesn't make for good gameplay when you can't hear the person you are supposed to be communicating with to effective do your job.
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-=anders=-
- Retired PR Developer
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Re: First person footstep sounds
This "when inside" is the problem tha you dont get and dont even see the consequences from it.Mj Pain wrote:Reread the post that you quoted.
Lowering sounds when inside a vehicle seems like a good idea. You still can communicate with each other in loud vehicles irl, doing stuff you cant do in PR, like screaming, using handsignals and using radios with earpieces.
There IS no "inside" or outside sounds for vehicles. Its one and only that can use with passenger ambientsounds to "trick the player" that he's inside and you hear stuff in stereo and shit.
So if I lower the engine sounds, or what you call it; "inside sounds" the overall volume would be so low, that people wouldnt even notice if it passes you and even if we think about gameplay, that change would stand out so much before realism and people would get mad because of that aswell.
The soundobstrucion settings goes from 0 to 1, when "1" is the highest obstuction and mean that everything that happens in 3p gets very muffled out.
You must trust me, I'm doing the best I can. But the goal wasnt to lower vehicle sounds so you people can talk blahabla when its driving in full speed.
Actually I just tried playing on black gold, saareema etc. and I had absolutely NO problem hearing people when they talked over the mumble radio.
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Prevtzer
- Posts: 648
- Joined: 2012-06-13 12:19
Re: First person footstep sounds
Footstep volume seemed fine in the brief play time I got in today. Good job!
As far as the volume inside vehicles go- it's really easy to lower the volume without going into the options.
As far as the volume inside vehicles go- it's really easy to lower the volume without going into the options.
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007.SirBond
- Posts: 276
- Joined: 2012-12-12 05:03
Re: First person footstep sounds
Do you even think or try things out before posting? If you lowerer your ingame effects lower, your mumble voice input is not affected at all, which means, your still recieving sound from mumble at the same volume regardless if the engine on vehicles is loud or not. This allows you to hear very easy what other friendlies are saying. Try it yourself, it works fine for me. YOUR INGAME EFFECTS FROM SOUNDS IS RUNNING SEPARATELY FROM MUMBLE.Hietaa wrote:Did you even read what I posted. If I turn down effects volume so that I can hear comms in vehicles it will also lower the volume when outside a vehicle to levels where I can't hear anything. If I keep the effects volume up where it is good outside a vehicle then I won't be able to hear anything inside a vehicle.
For 2 reasons the sound levels should be balanced so that with one sound setting you can hear comms inside vehicles and so that the sound levels are good when outside a vehicle.
1. Realism: You can communicate inside a vehicle no matter how loud it is. Be it normally speaking, hand signals or radios. I've been in military trucks and you can talk to other people who are next to you. Right now in PR it is almost impossible to hear someone right next to you when in pretty much any vehicle.
2. Gameplay: Not being able to communicate with other people that are in your vehicle lowers gameplay value hugely. Let's take a situation where you are a squad that just spawned in base and took a truck/humwee/apc/helo to transport yourself. If no one can hear what the SL is telling they are about to do everyone will be running around cluelessly after arriving to where they were going and the SL has to explain everything again wasting time and possibly even killing them due to miscommunication. Or another situation of technical/humwee driver and gunner. Even if they would have problems hearing others IRL it doesn't make for good gameplay when you can't hear the person you are supposed to be communicating with to effective do your job.
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Hietaa
- Posts: 175
- Joined: 2007-09-24 13:53
Re: First person footstep sounds
As I said did you even read the post, or do you have serious problem with understanding english?. If I lower my ingame sounds so that I can hear comms well when I'm in vehicle they will be so low that I can't hear anything after exiting said vehicle.007.SirBond wrote:Do you even think or try things out before posting? If you lowerer your ingame effects lower, your mumble voice input is not affected at all, which means, your still recieving sound from mumble at the same volume regardless if the engine on vehicles is loud or not. This allows you to hear very easy what other friendlies are saying. Try it yourself, it works fine for me. YOUR INGAME EFFECTS FROM SOUNDS IS RUNNING SEPARATELY FROM MUMBLE.
As for the actual discussion, didn't know it's impossible to have the sound levels changed inside a vehicle.
Last edited by Hietaa on 2013-07-08 00:13, edited 1 time in total.
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-=anders=-
- Retired PR Developer
- Posts: 1532
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Re: First person footstep sounds
Sadly it is.. Or I would've done it a long time ago, as Arma2/3 iex.Hietaa wrote:As I said did you even read the post, or do you have serious problem with understanding english?. If I lower my ingame sounds so that I can hear comms well when I'm in vehicle they will be so low that I can't hear anything after exiting said vehicle.
As for the actual discussion, didn't know it's impossible to have the sound levels changed inside a vehicle.
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