Audio Adjustments
Posted: 2005-11-28 02:10
In-game sounds have been brought up numerous times. Wether it be adding new sounds or tweaking for louder sounds, the lack in realistic audio is extremely evident in BF2.
The sounds are EXTREMELY important to the realistic experience of any psuedo-realistic FPS..
But to break the audio issue down into even further detail, we have to look at what's loud, what isn't, what would increase that dramatic experience and then think about how we can implement it properly without eating up a lot of performance.
Personally I think the biggest sounds that need to have a volume increase are as follows:
1. Explosion Deep Low Pitched Booms at great distances.
For instance, when a tank fires a shell on Strike at Karkand, realistically, you should be able to hear it from at least the Hotel outpost to the Suburb outpost.
Now heres the thing, not all of the sound from the tank firing its cannon would be audible from that distance. The low-pitched boom would be about the only thing that should be heard from that distance. Basically the idea here is that the louder the sound, the greater the distance, the deeper the boom.
2. The Impact of AA missiles, Anti Armor missiles and Tank shells.
Tank shells need to have a MUCH more violent sound when they impact something. Especially the HE rounds. They should be quite loud. Again, at distances a slight deep boom should be audible.
Missile impacts, same concept. Anti Tank missiles should rock a tanks world when it makes an impact man. It should be FELT not heard! Same thing with Anti Aircraft missiles. When they make contact with the aircraft that **** should be audible from the ground, seriously! Like a crack in the air, then a deep boom. The further away it is, the quieter the boom.
3. Footsteps should be louder.
I cant stand having to turn my volume up to 85% just to hear if someone is sneaking up behind me or not. Not drastically however, but boots aren't quiet.
They need more of a clack on pavement when running and more of a scuffle when walking.
4. Bullet Richochet sounds need to be drastically increased.
This is something I cannot stress enough. The bullet richochet sound should be very recognizable to the caliber its being fired from. Smaller caliber, not so loud richochet sound. Regaurdless, even a bullet richochet from a .22 cal is loud enough to make someone duck.
Comments? Ideas?
The sounds are EXTREMELY important to the realistic experience of any psuedo-realistic FPS..
But to break the audio issue down into even further detail, we have to look at what's loud, what isn't, what would increase that dramatic experience and then think about how we can implement it properly without eating up a lot of performance.
Personally I think the biggest sounds that need to have a volume increase are as follows:
1. Explosion Deep Low Pitched Booms at great distances.
For instance, when a tank fires a shell on Strike at Karkand, realistically, you should be able to hear it from at least the Hotel outpost to the Suburb outpost.
Now heres the thing, not all of the sound from the tank firing its cannon would be audible from that distance. The low-pitched boom would be about the only thing that should be heard from that distance. Basically the idea here is that the louder the sound, the greater the distance, the deeper the boom.
2. The Impact of AA missiles, Anti Armor missiles and Tank shells.
Tank shells need to have a MUCH more violent sound when they impact something. Especially the HE rounds. They should be quite loud. Again, at distances a slight deep boom should be audible.
Missile impacts, same concept. Anti Tank missiles should rock a tanks world when it makes an impact man. It should be FELT not heard! Same thing with Anti Aircraft missiles. When they make contact with the aircraft that **** should be audible from the ground, seriously! Like a crack in the air, then a deep boom. The further away it is, the quieter the boom.
3. Footsteps should be louder.
I cant stand having to turn my volume up to 85% just to hear if someone is sneaking up behind me or not. Not drastically however, but boots aren't quiet.
4. Bullet Richochet sounds need to be drastically increased.
This is something I cannot stress enough. The bullet richochet sound should be very recognizable to the caliber its being fired from. Smaller caliber, not so loud richochet sound. Regaurdless, even a bullet richochet from a .22 cal is loud enough to make someone duck.
Comments? Ideas?