0.6 Audio Balance & EAX (an open letter to the Dev's)
Posted: 2007-07-25 18:41
To Whom it May Concern,
I have seen this issue mentioned briefly in the 0.6 BETA thread and have linked that thread here.
Essentially it asserts that after the changes made in 0.6, audio effects, specifically weapon's fire and vehicle engine sounds, are no longer providing the audio cues they should to players. The previous thread contained a post from [R-Dev]sofad who promised improvements in the final release.
However after a few weeks of testing it is my evaluation that a problem still exists. I base this evaluation on some experience; as a former employee of Creative Labs Inc, I have some experience with how Sound Cards, sound technology, and EAX are supposed to work. I do not claim however, to be a sound engineer.
From what I am able to discern, the problem has little or nothing to do with EAX but the code itself. It seems to me that when the code was altered, it was done so it a way that simply amplifies sound at distance, irregardless of EAX or even basic software interpolation. This makes sounds that should be heard at 50m audible at 200m, and so on.
While I understand the Dev's goal of having weapons fire audible at longer ranges, amplification is a poor solution, and likely provides a less satisfying and certainly a less accurate, audio experience. To illustrate this assumption, on the map "Jabal Al Burj" I was able to clearly make out M-16 weapons fire taking place in the "City" CP from the deck of the US carrier, over 800m away and over a considerable mountain range.
The EAX and software sound protocols that power the BF2 audio engine are designed to take into effect terrain and other impediments to sound, like buildings and walls. Amplifying the range of audible sounds has reduced the effectiveness of occlusion and echo, so sounds that should appear to be almost a kilometer away over a mountain range, sound instead as if they were only 200m away over an open field.
I would like to ask the Dev team if there are any plans to either re-instate the original 0.5 sound coding, or to modify the existing 0.6 coding to better accommodate EAX. Audio cues are a critical asset to any FPS game, and I am sure every PR player knows that in Project Reality, this statement is especially true.
NOTE: I currently employ a Creative X-Fi Fatal1ty FPS sound card and have tested PR using both it, and my motherboard audio, EAX on and off, with headphones and 5.1 speakers, using audio settings from low to extreme. I found some small differences but they all presented grossly inaccurate audio cues in terms of perceived distance and directionality.
Thank you for your time and consideration.
DD
I have seen this issue mentioned briefly in the 0.6 BETA thread and have linked that thread here.
Essentially it asserts that after the changes made in 0.6, audio effects, specifically weapon's fire and vehicle engine sounds, are no longer providing the audio cues they should to players. The previous thread contained a post from [R-Dev]sofad who promised improvements in the final release.
However after a few weeks of testing it is my evaluation that a problem still exists. I base this evaluation on some experience; as a former employee of Creative Labs Inc, I have some experience with how Sound Cards, sound technology, and EAX are supposed to work. I do not claim however, to be a sound engineer.
From what I am able to discern, the problem has little or nothing to do with EAX but the code itself. It seems to me that when the code was altered, it was done so it a way that simply amplifies sound at distance, irregardless of EAX or even basic software interpolation. This makes sounds that should be heard at 50m audible at 200m, and so on.
While I understand the Dev's goal of having weapons fire audible at longer ranges, amplification is a poor solution, and likely provides a less satisfying and certainly a less accurate, audio experience. To illustrate this assumption, on the map "Jabal Al Burj" I was able to clearly make out M-16 weapons fire taking place in the "City" CP from the deck of the US carrier, over 800m away and over a considerable mountain range.
The EAX and software sound protocols that power the BF2 audio engine are designed to take into effect terrain and other impediments to sound, like buildings and walls. Amplifying the range of audible sounds has reduced the effectiveness of occlusion and echo, so sounds that should appear to be almost a kilometer away over a mountain range, sound instead as if they were only 200m away over an open field.
I would like to ask the Dev team if there are any plans to either re-instate the original 0.5 sound coding, or to modify the existing 0.6 coding to better accommodate EAX. Audio cues are a critical asset to any FPS game, and I am sure every PR player knows that in Project Reality, this statement is especially true.
NOTE: I currently employ a Creative X-Fi Fatal1ty FPS sound card and have tested PR using both it, and my motherboard audio, EAX on and off, with headphones and 5.1 speakers, using audio settings from low to extreme. I found some small differences but they all presented grossly inaccurate audio cues in terms of perceived distance and directionality.
Thank you for your time and consideration.
DD