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Sound Direction in PR 1.0

Posted: 2013-08-06 19:59
by Major._Spork
Hello PR Forums. Long time no talk!

I had a question which has been bothering me for a long time, but I have never gotten around to actually asking until now.

I have been playing PR for a while, with a fairly nice pair of headphones most of the time (Gamescom 780 headset - not the best, but pretty good for the price), as well as with Normal Headphones (iPhone Headphones w/ Speaker, the newer ones that stick in your ear.) - yet no matter which headphones I use, I have always had difficulty figuring out the direction in which a person is talking (in proximity chat in mumble) and at times telling exactly which direction I am taking fire from. Something that many of the other people I play with are able to figure out without any difficulty.

My question for you is this, is there any way to help make it crisp'er of which direction I am taking fire from , or where people are calling out from (especially as a medic). If no hardware changes are available, what tricks do you use to help train yourself in this "art".

Also related: what do you guys do in vehicles to hear people over mumble with the vehicle sounds in the background. I doubt there is a fancy way to make background noises quieter when someone is talking in mumble, but any tips you'd recommend?

Thanks!

Major._Spork

Re: Sound Direction in PR 1.0

Posted: 2013-08-06 20:14
by Prevtzer
Sound positioning in PR is great, as the game uses OpenAL sound engine with hardware acceleration support (for Creative X-Fi cards). So if your positioning is lacking it's because you don't have adequate hardware and headphones. Mumble local is another thing as it's pretty limited, but good hardware and headphones still help.

About the noise in vehicles solution- you can easily set us a script that controls your PR sound level. One of the solutions is described here, although you could just download Volume2.

Re: Sound Direction in PR 1.0

Posted: 2013-08-06 20:23
by Major._Spork
Prevtzer wrote:Sound positioning in PR is great, as the game uses OpenAL sound engine with hardware acceleration support (for Creative X-Fi cards). So if your positioning is lacking it's because you don't have adequate hardware and headphones. Mumble local is another thing as it's pretty limited, but good hardware and headphones still help.

About the noise in vehicles solution- you can easily set us a script that controls your PR sound level. One of the solutions is described here, although you could just download Volume2.
I love the ability, probably one of the coolest things about PR. (Since its something that is done better in PR than in most any other game I play)

And I'll check with Creative X-Fi , seeing if that might help anything. But is there way to make it more "defined" of exactly where the sound is coming from? I don't know if it is possible or if what I am saying makes sense. But I'll take all the help I can get!

Re: Sound Direction in PR 1.0

Posted: 2013-08-06 20:24
by Predator.v2
Activate CMSS-3D on your X-FI soundcard. I have experienced a huge improvement on the locating of sound effects. Also try X-FI Crystalizer for some sharper weapon sounds and more impressive explosions.

Re: Sound Direction in PR 1.0

Posted: 2013-08-06 20:25
by SANGUE-RUIM
I found it easier to identify sound direction in 0.98... but still, I don't have any problem with it...

Re: Sound Direction in PR 1.0

Posted: 2013-08-07 00:26
by Sabre_tooth_tigger
XFI was promoted with BF2 but has any card since then done just as well ?

Re: Sound Direction in PR 1.0

Posted: 2013-08-07 07:57
by Prevtzer
Sabre_tooth_tigger wrote:XFI was promoted with BF2 but has any card since then done just as well ?
Gaming wise- no, gaming audio died after 2005 anyway, so X-Fi was the last proper gaming sound card line. R.I.P.