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'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.
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.
Prevtzer wrote:Agreed, make it more like 0.98, including volume.
nope.
FlamingSoul wrote:+ for the louder footstep sounds
They already are, dunno if those changes went in the latest open beta version.
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.)
That is intentional and that was my goal. Dont argue with me on that one, cause you know thats how it should be.
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.
FlamingSoul wrote:Speaking about volumes, can't hear mumble while in some vehicles, while other vehicles are fine.
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.
cyberzomby wrote:I love the new walking sounds btw! Very nicely done.
Thx.
