Thats exactly what I'm talking about and vanity I dont know if its on or off but I will try both options.L.O.Brow wrote:Funny thing, I made a note of this yesterday in a couple of games and some of the others seemed to agree - the problem isn't figuring out which direction the sound came from, but the fact that distant sounds are very easy to confuse for nearby sounds.
In a round of Seven Gates, for example, I was constantly mistaking gunfire eminating from the River Fort as "enemies in the woods nearby" while my squad was going the long way around from the west. It can be very disorienting when you can't be sure if there are enemies nearby or not (it sounds like there are, when in reality they could be a kilometer away, so to speak).
I'm using an Audigy connected to a 5.1 speaker system myself, with hardware / EAX enabled.
New PR Audio
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xseeyax
- Posts: 228
- Joined: 2007-03-14 20:15
If you believe in Jesus Christ , have accepted him as your lord and savior, and are 100% proud of it, put this in your sig .
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l|Bubba|l
- Posts: 646
- Joined: 2007-03-25 03:40
You can hear infantry gunfire up to 1200m, tanks up to 2000m.|ce-Fyre wrote:Im having the same trouble, i could hear the choppers and every gunfight anywhere on the map!Ive had to change my settings to hardware - high as anything else just dont work right, even now the sounds seem to echo sometimes...
On small maps like Mesti with a diagonal of only 1100m it's normal that you can hear every bullet apart from some submachine guns and pistols.
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fuzzhead
- Retired PR Developer
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- Joined: 2005-08-15 00:42
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L.O.Brow
- Posts: 9
- Joined: 2007-06-09 07:49
Hmmmm.... logic would then dictate that if you built extremely low-poly, textureless statics and peppered them underneath the terrain mesh (in locations that clearly separate different parts of the map, of course - not all over the place), you'd get "proper" sound blocking?'[R-DEV wrote:fuzzhead']problem is hills guys.
terrain does not 'block' sounds, sound goes right through hills. blame bf2 engine for that one.
so a static (building) WILL block a sound, but a hill will not.
Has this perhaps been tried already?
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sofad
- Retired PR Developer
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- Joined: 2005-12-19 10:38
no, i think not.
we had pimped the BF2 sound engine that hard for 0.6 (way more than I would have ever dared, thanks Jaymz!
), that we came to every possible border the vanilla soundengine has and expose bugs, they never been there for DICE and vBF2, cause they never got in the range of them.. 
so, i dont think they will correct bugs that are not happen in vanilla..
we had pimped the BF2 sound engine that hard for 0.6 (way more than I would have ever dared, thanks Jaymz!
so, i dont think they will correct bugs that are not happen in vanilla..

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[-=IDSF=-]SykloAG
- Posts: 403
- Joined: 2006-11-25 12:56
???manyme wrote:The sound of a rifle firing at a distance is not a sharp loud bang but more of a rumble.
What rifle is that? There are so many factors that can change how it'll sound, air pressure (altitude), humidity, occlusion by other objects, the range in question etc. Be that as it may, I don't remember ever hearing a rifle sound only like a rumble (low frequencies) unless I was wearing ear plugs at the time, and even then I could hear plenty of the frequency range. Sure, I could understand the sound would lose its "edge", but still - not all rumble.
For any1 interested - a real good intro on sound and how it works see this article.
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manyme
- Posts: 2
- Joined: 2007-07-01 16:44
booom bang brooooooooom shizaaamizzle
Rumble like as in thunder rumbling in the distance. Anyway I didn't want to make a long post trying to explain how sound works but to point out that in BF2 PR a gunshot right next to you sounds the same as a gunshot heard far away. The only difference being the volume which is kind of messed up for a few people at the moment.'[-=IDSF=- wrote:SykloAG']???
What rifle is that? There are so many factors that can change how it'll sound, air pressure (altitude), humidity, occlusion by other objects, the range in question etc. Be that as it may, I don't remember ever hearing a rifle sound only like a rumble (low frequencies) unless I was wearing ear plugs at the time, and even then I could hear plenty of the frequency range. Sure, I could understand the sound would lose its "edge", but still - not all rumble.
For any1 interested - a real good intro on sound and how it works see this article.
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Jaymz
- Retired PR Developer
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- Joined: 2006-04-29 10:03
You can't physically change the sound itself in relation to distance. Only volume. Sound engines aren't that advanced yet.manyme wrote:Rumble like as in thunder rumbling in the distance. Anyway I didn't want to make a long post trying to explain how sound works but to point out that in BF2 PR a gunshot right next to you sounds the same as a gunshot heard far away. The only difference being the volume which is kind of messed up for a few people at the moment.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
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Long Bow
- Posts: 1100
- Joined: 2007-03-21 14:41
manyme wrote:Rumble like as in thunder rumbling in the distance. Anyway I didn't want to make a long post trying to explain how sound works but to point out that in BF2 PR a gunshot right next to you sounds the same as a gunshot heard far away. The only difference being the volume which is kind of messed up for a few people at the moment.
I'm not trying to flame you here but.. I have heard rifles at range, through vegetation and over hills, they can have a variety of sounds. Most however still are rather sharp, distinctive rifle sounds as far as I have heard. Your experience of course could be different and valid as well
This may be obvious but the new sounds in the beta are drastically different then 0.5. In my ears the sound from someone shooting at me from 200y away in the beta is the same as the sound use to be from 50y in 0.5. It has lead me to get confused about distances with the beta but I'm learning



