Noise inside armour vehicles
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nicoX
- Posts: 1181
- Joined: 2007-07-24 10:03
Noise inside armour vehicles
Is it really like this IRL? With 0.7 the noise is horrendous inside a vehicle and nearly impossible to hear what anyone says in-VOIP. With the thought that crewmen have ear protected helmets should the sound be that loud?
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unrealalex
- Posts: 1595
- Joined: 2007-07-29 21:51
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ConscriptVirus
- Posts: 489
- Joined: 2006-12-18 04:02
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PlatinumA1
- Posts: 381
- Joined: 2007-06-25 07:31
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BloodBane611
- Posts: 6576
- Joined: 2007-11-14 23:31
Armored vehicles are quite loud, but the headsets that crewmen wear *should* be somewhat noise canceling. Of course it's not going to entirely block out the sound of the engine 2 feet from your ear, or the cannon going off right above you, but you *should* be able to hear comms.
[R-CON]creepin - "because on the internet 0=1"
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WNxKenwayy
- Posts: 1101
- Joined: 2006-11-29 03:16
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Jaymz
- Retired PR Developer
- Posts: 9138
- Joined: 2006-04-29 10:03
Ok, here's the problem.
Each vehicle has a setting for each seperate seat called
"listener obstruction". This determines how much the sound outisde the vehicle is obscured/muffled. In 0.6, this was at 0.995. But here's why it was changed.
PR 0.6: A setting of 0.995 resulted in
1.Creative users having perfect sound occlusion when inside a Tank/APC. You could hear all of the low-end coming through from the outside world which added a very cool ambience.
2. Non creative users being able to hear absolutely nothing from the oustide world. This essentially killed all situational awareness crewmen had.
PR 0.7: A setting of 0.9 resulted in
1. Creative users not having enough sound obstruction from the outside world. Meaning that all sounds (including the vehicles engine) are way too loud. The only way to sort this out is to turn down your effects volume when getting in. For now...
2. Non Creative users: Perfect sound obstuction.
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See the pattern? Myself and sofad had to make the choice on whether to have too much obstruction for non-creative users, or too little for creative users...we chose the latter because all that creative users have to do is turn down their effects volume when in armor. I do it myself everytime I play armor, literally takes me about 5 seconds. Then I just turn it back up when I get out.
Each vehicle has a setting for each seperate seat called
"listener obstruction". This determines how much the sound outisde the vehicle is obscured/muffled. In 0.6, this was at 0.995. But here's why it was changed.
PR 0.6: A setting of 0.995 resulted in
1.Creative users having perfect sound occlusion when inside a Tank/APC. You could hear all of the low-end coming through from the outside world which added a very cool ambience.
2. Non creative users being able to hear absolutely nothing from the oustide world. This essentially killed all situational awareness crewmen had.
PR 0.7: A setting of 0.9 resulted in
1. Creative users not having enough sound obstruction from the outside world. Meaning that all sounds (including the vehicles engine) are way too loud. The only way to sort this out is to turn down your effects volume when getting in. For now...
2. Non Creative users: Perfect sound obstuction.
____________________________________________________
See the pattern? Myself and sofad had to make the choice on whether to have too much obstruction for non-creative users, or too little for creative users...we chose the latter because all that creative users have to do is turn down their effects volume when in armor. I do it myself everytime I play armor, literally takes me about 5 seconds. Then I just turn it back up when I get out.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
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Ninja2dan
- Retired PR Developer
- Posts: 2213
- Joined: 2007-10-29 03:09
Must be careful to mention which series of Creative cards as well. I use Creative Sound Blaster Audigy 4 Pro and was having the problem before with no exterior sound, yet others that use Xi-Fi had no problems. I use EAX enabled.
The sounds inside a vehicle will be completely dependant on the actual vehicle. When I was driving the M109A6, engine noise even with CVC helmet was loud and lead to migraines after extended periods. In the crew compartment it was also quite loud, as there are many access openings that are not "perfectly" sealed, allowing a lot of exterior noise to enter. Yet while riding in the loader seat of an M1A2 Abrams, noise wasn't bad at all with CVC helmet. A large reason for that is due to the location of the engine in the MBT compared to other vehicles, especially anything using the M113 chassis. Bradley/Linebacker/FISTV fall into the mid-range I would say.
Overall I think the sound levels right now aren't bad, and I'm sure in time they will get it balanced much better.
The sounds inside a vehicle will be completely dependant on the actual vehicle. When I was driving the M109A6, engine noise even with CVC helmet was loud and lead to migraines after extended periods. In the crew compartment it was also quite loud, as there are many access openings that are not "perfectly" sealed, allowing a lot of exterior noise to enter. Yet while riding in the loader seat of an M1A2 Abrams, noise wasn't bad at all with CVC helmet. A large reason for that is due to the location of the engine in the MBT compared to other vehicles, especially anything using the M113 chassis. Bradley/Linebacker/FISTV fall into the mid-range I would say.
Overall I think the sound levels right now aren't bad, and I'm sure in time they will get it balanced much better.

