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Re: Footsteps too silent

Posted: 2013-07-02 06:43
by Raklodder
'[R-DEV wrote:-=anders=-;1909916']I haven't changed the distance sounds of people's footsteps, actually I made both the sound louder and increased the distance of it. I hear it very well. In fact I've heard more (especially from the team) that the footsteps are too loud compared to 0.98. So I'm abit confused. Thats why Ill leave it as it is.


That's the engine limitation for 64 sound samples at once. In ultra it wouldn't happen cause that supports 128 samples at the same time. But most of the users dont use Ultra mode, because its also very buggy as hell.

I went from Xfi Fatal1ty, wich was the best card you could buy for BF2 at the time, but after WinXP it all went bananas and it wasnt the same experience with Vista and Win7.
So I bought an ASUS Essence STX wich also has EAX 2.0, but it was exactly the same experience as with the XFI, although the overall soundquality with the ASUS card is 10 times better. Especially with my Audio-Technica ATH-M50.

So why you discover silence is when something is shooting VERY fast with impacts like HE round from APC, fast shooting hydra rockets (from a Hind iex.). Its the distance impact sounds that plays with the initial "close up" sounds. I'm trying to find a workaround, but its hard when we have these very ROF rockets, HE rounds etc.
I'll find a way to make it work.


If you want to hear enemies footsteps, then wait until the fire stops. That's how it is in reality.

Get on a shooting range or military field where everyone is shooting. You have wind, people yelling, gunfire, grenade blasts etc goin off at once. And you seriously think that you should be able to hear people's footsteps in the grass closing in?


Here you can listen for yourself, that the soundvolume isnt really changed.
PR 0.98 to 1.0 footstep sound volume comparison - YouTube
You made a few valid points, however there are still a few sounds such as the helicopter's (little bird at ramiel) where the sound would stop at one location, even thou the helicopter had moved away from that area, trust me, it's loud as hell but other than that footsteps are fine and somewhat improved compared to previous versions.

Is this a valid cause for concern, or am I just a little paranoid, and perhaps blind? In the event of my failure (most likely) do enlighten me with your knowledge and skill, so that we both may benefit from this event.


Re: Footsteps too silent

Posted: 2013-07-02 08:59
by Prevtzer
You've recorded a sound bug, welcome to PR.

Re: Footsteps too silent

Posted: 2013-07-02 17:53
by Prevtzer
Tested it some more today and I can barely hear any footsteps. In this Beta all the vehicles and effects are a lot more silent while all the weapons are louder. Somehow your video doesn't show it, but try playing and you'll hear it for yourself.

Were most vehicles intentionally made more silent? How about effects such as healing, epipens etc? All of that and footsteps are way too silent now.

Re: Footsteps too silent

Posted: 2013-07-02 19:19
by saamohod
I think car sounds also got quieter in 1.0. I was once running through desert on Black Gold and got run over by a car from behind simply because I couldn't hear the car. Can you imagine such situation IRL?

Re: Footsteps too silent

Posted: 2013-07-02 19:25
by Phoenixo_Idaho
Raklodder wrote:
this is just a moskito :razz:

Re: Footsteps too silent

Posted: 2013-07-02 19:27
by notmyingamename
Prevtzer wrote:Tested it some more today and I can barely hear any footsteps. In this Beta all the vehicles and effects are a lot more silent while all the weapons are louder. Somehow your video doesn't show it, but try playing and you'll hear it for yourself.

Were most vehicles intentionally made more silent? How about effects such as healing, epipens etc? All of that and footsteps are way too silent now.
i was talking about this yesterday with someone. there were two tanks on burning sands, and i honestly didn't know they had arrived until they started pounding the flag behind me. you can normally locate a tank's approximate location by sound at well over 250m, using the terrain and angle as a reference. here were two tanks that cloaked INTO the fight. they weren't 800m out... i'd estimate 200m max. no personal experience with the footsteps specifically, but the vehicles i've played with in the beta are certainly quieter. apc's are especially stealthy, and we used it to our advantage for the rest of the games i played last night. it's very easy to push into a hide undetected.

anyways, the new sounds are amazing, but some things are definitely quieter. i'm on the same page as prevtzer

Posted: 2013-07-02 19:29
by Pmosis
I'm wondering if it has something to do with your guys sound setups as I personally found the vehicles to be louder than previous versions. What hardware are you using? Do you have any software effects enable in windows audio control panels?

Re: Footsteps too silent

Posted: 2013-07-02 19:52
by Onil
Many of the sound effects are quite lower on volume... and it reduces situational awareness quite a lot.

For the ones that say that you shouldn't be able to hear footsteps in the middle of so much shooting, you are right, but you should be able to hear them quite well if there isn't so much shooting. Besides the fact that your 1p sound when moving is not only your footsteps but also the noise your gear might do while you move. That should be hear in 3p as well and loud enough so that it is distinguishable. Which it currently is not.

Re: Footsteps too silent

Posted: 2013-07-02 21:58
by notmyingamename
Pmosis wrote:I'm wondering if it has something to do with your guys sound setups as I personally found the vehicles to be louder than previous versions. What hardware are you using? Do you have any software effects enable in windows audio control panels?
i can switch between versions and the difference is obvious. if you're referring to the weapons, then yeah, they are louder. both on vehicles and issued kits. it's the engines i'm referring to, specifically. and apparently footsteps, but i haven't had enough time to say anything on it personally

Re: Footsteps too silent

Posted: 2013-07-02 22:51
by HeadlessChicken86
I didnt realize the footsteps yet but i can say that the sound of climbing a ladder is far too quiet. May be you want it this way but if youre alone on a rooftop you never know when theres somebody coming up. Happened quite some times, it sucked, but only because i was alone.

Re: Footsteps too silent

Posted: 2013-07-03 17:41
by Mikemonster
I like the quiet footsteps - Previously if you had a good soundcard (I have) you could hear them very well through walls, on different floors, etc.

The way it is now is great - I want a shooting game, not to play like I'm in Metal Gear Solid.

Re: Footsteps too silent

Posted: 2013-07-10 09:00
by Cushing63
Daniel wrote:I have noticed same, I was ARF on Ramiel defending a cache in a small house (1st floor, stairs outside leading to the cache), guy came in right in front of me couldn't hear any walking sound of him...
+1

Was upstairs in a house looking at my map. I had my volume up to listen for movement. It was completely silent. Next thing I know, I see a figure running - through my opaque map - and am shot. Never heard a thing except for the gun shot.

In other game, I'm laying inside a bush looking around. Next thing I know, 3 people lay down beside me. ENEMY. I never heard them.

Where can I get this NINJA kit?

I say running can be heard a block or more away.
Walking within a block
sneaking = silent ninja mode

no one should be able to run up to you at full speed - kill you - and never be heard.

Re: Footsteps too silent

Posted: 2013-07-10 09:43
by -=anders=-
Thing is solved now. Can hear others much further now. Especially sprint.