Audio Adjustments

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GRB
Posts: 475
Joined: 2005-11-01 20:05

Audio Adjustments

Post by GRB »

In-game sounds have been brought up numerous times. Wether it be adding new sounds or tweaking for louder sounds, the lack in realistic audio is extremely evident in BF2.

The sounds are EXTREMELY important to the realistic experience of any psuedo-realistic FPS..

But to break the audio issue down into even further detail, we have to look at what's loud, what isn't, what would increase that dramatic experience and then think about how we can implement it properly without eating up a lot of performance.

Personally I think the biggest sounds that need to have a volume increase are as follows:

1. Explosion Deep Low Pitched Booms at great distances.

For instance, when a tank fires a shell on Strike at Karkand, realistically, you should be able to hear it from at least the Hotel outpost to the Suburb outpost.

Now heres the thing, not all of the sound from the tank firing its cannon would be audible from that distance. The low-pitched boom would be about the only thing that should be heard from that distance. Basically the idea here is that the louder the sound, the greater the distance, the deeper the boom.

2. The Impact of AA missiles, Anti Armor missiles and Tank shells.

Tank shells need to have a MUCH more violent sound when they impact something. Especially the HE rounds. They should be quite loud. Again, at distances a slight deep boom should be audible.

Missile impacts, same concept. Anti Tank missiles should rock a tanks world when it makes an impact man. It should be FELT not heard! Same thing with Anti Aircraft missiles. When they make contact with the aircraft that **** should be audible from the ground, seriously! Like a crack in the air, then a deep boom. The further away it is, the quieter the boom.

3. Footsteps should be louder.

I cant stand having to turn my volume up to 85% just to hear if someone is sneaking up behind me or not. Not drastically however, but boots aren't quiet. ;) They need more of a clack on pavement when running and more of a scuffle when walking.

4. Bullet Richochet sounds need to be drastically increased.

This is something I cannot stress enough. The bullet richochet sound should be very recognizable to the caliber its being fired from. Smaller caliber, not so loud richochet sound. Regaurdless, even a bullet richochet from a .22 cal is loud enough to make someone duck.

Comments? Ideas?
Last edited by GRB on 2005-11-28 02:16, edited 1 time in total.
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BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

anyone remember the sound big guns made in bf1942? that dull thud that could be heard from the ship after you fire a salvo to the shore? stuff like that was great. anyway, the distances you can here shooting has been increased for the minimod. but i do agree, although im sure the devs have something in mind for sound, as you pointed out sound is huge.
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Armand61685
Posts: 427
Joined: 2005-05-06 09:14

Post by Armand61685 »

While all of these improvements are being made, the devs should do something about the radio chatter. Lower it or limit it, because it's way too loud when compared to other noises.
Cerberus
Posts: 2727
Joined: 2005-11-15 22:24

Post by Cerberus »

^yes!
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GRB
Posts: 475
Joined: 2005-11-01 20:05

Post by GRB »

Armand61685 wrote:While all of these improvements are being made, the devs should do something about the radio chatter. Lower it or limit it, because it's way too loud when compared to other noises.

Definatly!

I agree 110%
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Rg
Posts: 181
Joined: 2005-06-17 22:35

Post by Rg »

Agreed that sound is HUGE in the whole experience factor.
'[R-PUB wrote:GRB']
3. Footsteps should be louder.

I cant stand having to turn my volume up to 85% just to hear if someone is sneaking up behind me or not. Not drastically however, but boots aren't quiet. ;) They need more of a clack on pavement when running and more of a scuffle when walking.
Running should be louder than walking, but crouch-walking should almost be silent, because you move so slow that it shouldn't make much noise if any.
Noetheinner
Posts: 370
Joined: 2005-10-30 18:51

Post by Noetheinner »

Rg wrote:Agreed that sound is HUGE in the whole experience factor.

Running should be louder than walking, but crouch-walking should almost be silent, because you move so slow that it shouldn't make much noise if any.
Ya that is annoying, Sneaking up on a sniper and about to knife him, but since he has his volume cranked up he hears me just as loud as is I was running at him. :mad:
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CobraPhantom
Posts: 689
Joined: 2005-03-28 13:00

Post by CobraPhantom »

All of the radio spamming in BF2 got annoying just after the first few games ive played, and as I can see, it has annoying a lot of people besides myself.
Again, I cant promise anything, but you can guess the voice commands and such will get a good overhaul. Such a problem seen by many of players, one can easily tell this is something that wont stand with the community.
Voice commands are too important than just being there to annoy more than help.
As for distant sounds, Im sure they will be changed as well, but only time will tell.
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Rg
Posts: 181
Joined: 2005-06-17 22:35

Post by Rg »

Noetheinner wrote:Ya that is annoying, Sneaking up on a sniper and about to knife him, but since he has his volume cranked up he hears me just as loud as is I was running at him. :mad:
Haven't had that happen to me *yet*, but that's exaclty what I'm fearing will happen. Anybody with headphones or very loud speakers can hear you sneak up on them.
Enforcer1975
Posts: 226
Joined: 2005-10-01 20:23

Post by Enforcer1975 »

Rg wrote:Haven't had that happen to me *yet*, but that's exaclty what I'm fearing will happen. Anybody with headphones or very loud speakers can hear you sneak up on them.

I get sneaked upon very often, 1/3 of it i think it's one of my teammates spawning at my position... :? Guess what happens :-P

BTT: I don''t think BF2 supports distant sounds, or at least it's only supported with the new X-Fi sound card. As i read in a gamers magazine you can even hear somebody sneeze on the other end of the map ( ok, joke :grin: )
He who fights and runs away can run away another day.


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Stu007
Posts: 159
Joined: 2005-10-31 19:58

Post by Stu007 »

lol im gettin (ordered) an x-fi so im ok if you introduce distant sounds :)
--Stu007--
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

I agree with the original sound changes, with the exception of making walking louder. Maybe your own walking should be louder to you, but walking noise should not even be noticable at all with any other sound event going on.

and id also like to see the radio noise from chat drop about 50 or 75 percent. its too damn loud, i always get snuck up on when my entier team is chatting, or the uav beeps or any of those stupid noises happen.
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GRB
Posts: 475
Joined: 2005-11-01 20:05

Post by GRB »

Figisaacnewton wrote:I agree with the original sound changes, with the exception of making walking louder. Maybe your own walking should be louder to you, but walking noise should not even be noticable at all with any other sound event going on.

What I'm trying to point out is that you cannot hear someone walking 10ft away from you in the game. That is just, ignorant, if you will.

Go get a friend, stand roughly 10ft from him and have him walk normally. Thats with tennishoes and nothing but clothes on.

Ok now, have him put on some work boots. Then strap about 20-30lbs of equiment on him which makes noise all on its own. Then have him walk past you at 10ft away...

There will be a rediculously noticeable difference.

You should be able to hear a soldier walking 10-15ft away from you. Even with gunfire around. The gunfire should drown that sound out until it stops.

When a fully strapped up soldier is running, you should be able to hear that within a 20-30ft radius of that soldier.

Its kind of ignorant to think that you wouldnt be able to hear someone walking 10-15ft away...

Sneaking up on someone should be something that you do while crouched. If you're trying to "sneak" you dont just walk up on someone and stab em...Normally when you sneak up on someone you are crouched, walking much slower and the noise level you make is much lower.

Which leads into the moving while crouched sounds. I think they are fairly decent the way they are. Crouching should be fairly quiet amoung all the other sounds.

Now believe it or not, when you are prone, the sounds you make while prone are a lot louder than when you're crouched. Why? Well, because, you're dragging along the ground...

So basically the noise levels should be something like this in order from the most quiet to the loudest:

1- Crouched
2- Prone
3- Walking
4- Running
5- Jumping
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tanky
Posts: 202
Joined: 2008-03-29 13:12

Re: Audio Adjustments

Post by tanky »

I actually think the sound of walking/running/prone on concrete surfaces is fine atm (very loud), BUT... the loudness of my own footsteps on soft ground (grass etc) is ridiculous and too loud, it sounds like the whole map can hear me! the sound of crouch-walking and prone-crawling on grass should be muted significantly imo. atm it sounds as if im crawling/treading accross a sea of broken glass, xmas ball-balls, and fire-crackers! lol

I am a player that uses headphones, and tbh I think only twice, in my memory, have i ever been sneaked up-on. I dont think the noises should be turned up then no one in hell has a chance of sneaking up on me! lol

if peeps are complaining about headphone users...go buy a pair! I got the creative fatal1ty headphones for £30 and man has it paid off. £30 isnt alot for something you will use nearly everyday etc. you cant complain about what peripherals others are using otherwise we could start moaning about people with 3000dpi mouse and a widescreen fix. if people spend money on something they should be allowed to use it. if you think different then you clearly work for EA lol

I do agree in general the sound effects are really whats letting the side-down with PR (no offence to any PR sound-guys, coz the stuff you added is AWESOME, its the vanilla stuff that sounds poop), Im just saying that the (vanilla) sounds are the first things that make me think...oh damn it not real...its a game... :P

p.s. the distant bullet 'popping' SFX is prob the coolest game sound I have ever heard, so great job! :D
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: Audio Adjustments

Post by Scot »

https://www.realitymod.com/forum/f18-pr ... stion.html

If we get this dude working on them, it shall be 1337!
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pvt.nouri
Posts: 44
Joined: 2008-05-05 00:44

Re: Audio Adjustments

Post by pvt.nouri »

Thread necromancer!

But yea, these improvements should still be added to PR.
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