I am sort of irritated that this thread has yet to be opened, because it's something that seemed to be quite evident in need of a change, but there we go.
One of the things that have bugged me in 1.0 until now is the fact that enemy guns are quite silent. And by that I mean it's almost as if they all have a silencer on them, making it quite hard to determine where the fire is coming from. I actually had the chance to stand next to an enemy MG3 in a skirmish round and the volume doesn't go past normal talking volume to be honest, when in reality it is audible from quite the distance, even when you are standing somewhere else on the shooting range, so I don't know what went wrong here.
Rifle sounds are way too quiet
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Frontliner
- PR:BF2 Contributor
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Rifle sounds are way too quiet
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them
]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy
Just_Dave: i have a list about PR players, and they r categorized by their skill
Para: You sir are an arse and not what the game or our community needs.
AlonTavor: Is that a German trying to make me concentrate?
Heavy Death: join PRTA instead - Teamwork is a must there.
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[508th_PIR] Grey
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SANGUE-RUIM
- Posts: 1390
- Joined: 2009-04-26 12:37
Re: Rifle sounds are way too quiet
I have the same feeling... sometimes the enemy is next to me and it looks like he's farther due to the sound of his gun that doesn't match the distance... I am kinda adapting to it, but in 0.98 it was much easier to determine the direction and distance of the gun sounds
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Megagoth1702
- Posts: 510
- Joined: 2009-01-31 20:19
Re: Rifle sounds are way too quiet
That has to do with the volume balance. If in your game a gun is quieter than mumble you gotta lower your mumble volume and raise the game volume.
Anders and NO sound guy has control over your volume knob. We'd love to but we can not. That's some work that the gamer has to do himself.
Sorry, hehe.
If you refer to the in game voices such as "reloading" - now that is a thing sound guys have control over but it has been decided to do it this way. Maybe in the future we will have more balanced volumes but that is a shit ton of work.
Anders and NO sound guy has control over your volume knob. We'd love to but we can not. That's some work that the gamer has to do himself.
If you refer to the in game voices such as "reloading" - now that is a thing sound guys have control over but it has been decided to do it this way. Maybe in the future we will have more balanced volumes but that is a shit ton of work.
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-=anders=-
- Retired PR Developer
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Re: Rifle sounds are way too quiet
What mega says.... 
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PR:BF2 Sound & VisualFX
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Cpt.Future
- Posts: 192
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Re: Rifle sounds are way too quiet
I think what Frontliner says, is that rifle sounds far away aren't loud enough in comparison to first person gun shots or other sounds. You can easily hear someone who is prone moving around five metres from you, but someone firing an MG several metres from you isn't acutally that loud in comparison.
I had the same feeling when playing the game. The ingame sounds are absolutely great, but the volumes of the different sounds in relation to each other seems off (e.g. vehicle engines compared to an M240 etc). Maybe raise the volume of distant gunshots and add an echo effect outdoors?
I had the same feeling when playing the game. The ingame sounds are absolutely great, but the volumes of the different sounds in relation to each other seems off (e.g. vehicle engines compared to an M240 etc). Maybe raise the volume of distant gunshots and add an echo effect outdoors?
Last edited by Cpt.Future on 2013-08-18 12:40, edited 1 time in total.
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Frontliner
- PR:BF2 Contributor
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- Joined: 2012-10-29 09:33
Re: Rifle sounds are way too quiet
Um, no, I was right next to an enemy MG3 and it was way more quiet than it should be, it wasn't even remotely as loud as if I would fire my own weapon, and that's the things that's bugging me. I should probably add that the MG3 is a special case because even when you're shooting it(in first person), it's like a whisper, but this is true for all infantry small arms currently in the game. To illustrate what I'm talking about:Megagoth1702 wrote:That has to do with the volume balance. If in your game a gun is quieter than mumble you gotta lower your mumble volume and raise the game volume.

As you can see, my own rifle sounds are the loudest thing I hear in the game, and their volume is totally fine, exceeding the normal chat volume by quite a bit, the problem is with anything else being too quiet, enemies might as well read friendlies. I don't know whether either of you two has actual experience with small arms BUT THEY ARE FUCKING LOUD AS FUCK and you'd always be able to tell where you being engaged from. And I don't think I'm the only one with this problem
Project Reality v1.033 - Khamisiyah, Fight for Every Meter - YouTube
15:51, BlueDrake is being engaged upon from the East-SouthEast, but he perceives it as coming from the West, so he hides behind the dune, thinking he is save, when he actually is on the wrong side of the cover.
Are you serious mate?Anders and NO sound guy has control over your volume knob. We'd love to but we can not. That's some work that the gamer has to do himself. Sorry, hehe.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them
]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy
Just_Dave: i have a list about PR players, and they r categorized by their skill
Para: You sir are an arse and not what the game or our community needs.
AlonTavor: Is that a German trying to make me concentrate?
Heavy Death: join PRTA instead - Teamwork is a must there.
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-=anders=-
- Retired PR Developer
- Posts: 1532
- Joined: 2005-10-27 14:48
Re: Rifle sounds are way too quiet
Only thing I can do is to change the halfvolumedistance of 3p fire sounds. The reasons they arent loud is because the distance sound travel script where distance sound only are played within effects. A 3p weapon fire sound is always played where the shooter is with no traveling at distance.
If a 3p shot is fired 1km away youll will first hear the 3p shots, then youll hear the distance shot connected to its muzzleflash 1-2 seconds later, wich is very annoying and not realistic.
I have another system for 50cal shots and apc cannons. I have 2 extra shoot sounds in their muzzleflash effect.
For 50cal in total: 3p sound, close up medium distance sound and very far distant shootsound. Reason why I dont have this for handheld weapons is that sounds are cutting out because of the sound limit. Believe me, Ive tried all different kind of systems and what we have right now is the best.
What I can try for handheld weapon fire is to increase the halfvolume distance sounds to be heard more loud further away and in some whay chance the the timetravel for the distance shoot sounds to play faster than they travel right now to get the sounds more in sync.
Ill see what I can do. Especially for the mg3.
If a 3p shot is fired 1km away youll will first hear the 3p shots, then youll hear the distance shot connected to its muzzleflash 1-2 seconds later, wich is very annoying and not realistic.
I have another system for 50cal shots and apc cannons. I have 2 extra shoot sounds in their muzzleflash effect.
For 50cal in total: 3p sound, close up medium distance sound and very far distant shootsound. Reason why I dont have this for handheld weapons is that sounds are cutting out because of the sound limit. Believe me, Ive tried all different kind of systems and what we have right now is the best.
What I can try for handheld weapon fire is to increase the halfvolume distance sounds to be heard more loud further away and in some whay chance the the timetravel for the distance shoot sounds to play faster than they travel right now to get the sounds more in sync.
Ill see what I can do. Especially for the mg3.
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PR:BF2 Sound & VisualFX




