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SOUND ISSUES - FEEDBACK v1.32


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We made some changes to the attenuation of sounds in v1.32, specifically relating to distance ... possibly a bug related to "bionic ears" but we aren't getting much feedback on this so far.

We know there are issues that vary depending on what kind of sound crad/device you have, and whether you use softwware or hardware sound settings in your game preferances.

Sometimes simply changing the sound preferance in your game settings will fix these, and sometimes it won't.

In any event, we really need more feedback on this stuff because we are committed to improving sound issues as part of current dev. even though a new sound engine is not on the cards right now.

Please try to give us some feedback we can use to continue improving sound issues during this dev. cycle, don't forget to list:

1. Soundcard or device (motherboard if you use on-board sound device)

2. Drivers or other sound producing software you might be using

3. Whether you use "software" or "hardware" in your game sound settings (preferances)and what changing from one to the other did to your sounds

4. Speaker set-up is also important to list, stero set-ups are vastly different to surround sound 5.1 or even what stereo with sub-woofer is, then there is 4 speaker (quad) with or without center speaker ... as you can see there are a multitude of options and fixing one often borks another, it is a real can of spaghetti and you have to eat it with a toothpick!

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Edit: Disregard, faulty data on my part, discovered my audio in beta is twice as loud as campaign due to mixer toying.

Edited by Solono
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Bionic ears still there. Sethorion has it, we were flying around today and nothing has changed on his part.

He'll post hes setup later.

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Tested the sound in beta a bit just now with a 109 and 190, here is what I got:

Sounds from other aircraft seem greatly reduced, especially if they are directly in front or behind you. Occasionally a plane zooming across your screen will produce clearly audible sound, but when it counts (e.g. being bounced) you don't hear the other plane's engines (tested this with matt6767). You can hear cannon/mg fire at very close ranges (I guess less than 100m), but that may be intended or a sideeffect of matt ramming me while attempting to bounce.

Now something that seemed to affect only me (I asked a few other people online at the time): sound levels change depending on where I look. Looking to the left or right at 90 degrees decreases the engine sound and increases other sounds, so I can clearly hear other aircraft engines within a few hundred meters (much as it is now on the live server, I never considered this to be a bug though as it seemed to be the same mechanic that is used to enable us to detect the direction of incoming sounds on the ground).

Here is my setup:

-Audigy 2 ZS soundcard

-driver version 6.0.1.1371

-Usually I use "hardware", tested "software" also but didn't notice any change

-I use a headset (Sennheiser PC 150, so nothing fancy with simulated 3d sound)

Edited by mrfancyp
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Just a note that players with Creative X-Fi or Audigy cards using Win7/Vista should also specify whether they are using "Creative Alchemy" or not.

For those that don't know about this, Microsoft basically turned off hardware support in DirectSound3D in Vista/Win7. Unless you are using something like Alchemy, you are using the Windows software 3D mixer regardless of what the settings say. Alchemy is a hack that routes sound through OpenAL, which still has hardware support. Check out the Creative Alchemy page for more info.

Edited by lutorm
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Some more info:

I updated drivers to the latest version (6.0.1.1377). With this driver the sound levels don't change when looking out to left or right of the cockpit, but an unpleasant "brrr" sound is laid over the engine sound when doing so. Again no difference between hardware or software mode.

Then I installed Creative Alchemy and ran BG:E with it. The changing noise levels reappeared and became more pronounced. So as an upside I shold be able to tell the direction of a sound even better with Creative Alchemy, but I'll also probably be able to hear all sorts of other stuff while in a plane.

Maybe if you move the origin of the engine sound to coincide with the virtual ears of the pilot you could get rid of this, if that makes any sense.

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Microsoft is evil, just thought I'd add that. ;)

I'd like us to get a new sound engine but that isn't happening right now, so we'll have to use all the feedback you can give us and see what we can manage with the one we have now.

The more detail the better, not just your system spec's, but what you are experiencing. There's no way we can install all the different systems you guys have, here at the office.

Try to be scientific about it, because we have to be able to make sense of what you're telling us without actually experiencing it, if you know what I mean.

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I have this sound issue, but I'm unclear on whether it's my system or if it's the game. I spend a lot of time being towed around as a gun, and sometimes the truck engine sound gets screwed up. I can't describe it, but I made a recording:

bad truck sound

First you hear a normal Sdkfz7 trying to drive up on a gun emplacement, from third person. At 14s, the truck sound cuts out for an instant, and when it comes back in, it's distorted and like several samples are playing at the same time. At 45s, I restart the truck engine and then it's back to normal.

I get the same thing when flying. The airplane engine will start sounding weird in a similar way, and turning my head makes it sound very statically when one ear is facing forward but not when the other is.

This is with an X-Fi card, Win 7 using Alchemy, 128 sounds. Creative X-Fi or Primary sound driver and hardware or software doesn't make a difference, I can always get it to happen, but I couldn't reproduce the problem with Alchemy turned off. Hard to say whether it's a Creative driver bug or something with the game.

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Anything but clicking around the map, 90% of sounds are only coming in right ear, 10% sounds coming into left ear. Great, the game is now mono.

nevermind, the SMG I spawned, sounds coming out of right ear cause SMG being hauled by right hand, and Tiger I spawned, apparently the engine is on the right sid eof the driver, and so is the gunner on Tiger on the right side of gunner.

Sound is extremely directional now. There is no bleed into left or right ear, it's either one or another.

It's not just extremely directional but there's a clicking sound when a sound passes from 180 left to 180 degrees right.

Get into tank, idle engine, turn off engine while engine spools down, and mouselook left to right, a clicking sound, very directional audio.

Edited by buggsy
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Just a note that players with Creative X-Fi or Audigy cards using Win7/Vista should also specify whether they are using "Creative Alchemy" or not.

For those that don't know about this, Microsoft basically turned off hardware support in DirectSound3D in Vista/Win7. Unless you are using something like Alchemy, you are using the Windows software 3D mixer regardless of what the settings say. Alchemy is a hack that routes sound through OpenAL, which still has hardware support. Check out the Creative Alchemy page for more info.

FFS. I opted-out the alchemy stuff during install as it had bloatware written all over it. I've been VERY disappointed with my X-Fi. Maybe I should plug my X-Fi card back in now and give it another chance.

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Anything but clicking around the map, 90% of sounds are only coming in right ear, 10% sounds coming into left ear. Great, the game is now mono.

nevermind, the SMG I spawned, sounds coming out of right ear cause SMG being hauled by right hand, and Tiger I spawned, apparently the engine is on the right sid eof the driver, and so is the gunner on Tiger on the right side of gunner.

Sound is extremely directional now. There is no bleed into left or right ear, it's either one or another.

It's not just extremely directional but there's a clicking sound when a sound passes from 180 left to 180 degrees right.

Get into tank, idle engine, turn off engine while engine spools down, and mouselook left to right, a clicking sound, very directional audio.

Do you have hardware/software correctly set for your system?

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I recorded my bionic ear bug (changing engine volume depending on view direction).

http://www.filefront.com/17360322/engine.wav

The audio is recorded in a P-38, the first segment is view straight ahead, then follow view to left, right, behind left, behind right, forward left, forward right.

This effect occurs in all fighters, even those with two engines and the Bell (where the engine is supposed to be behind the pilot).

The effect is also noticeable in other vehicles such as tanks, in that case the direction of the loudest engine noise is usually at 180 degrees though.

The sound of guns does not change with the view direction. However, there seems to be something strange about the sounds of mgs and cannons as well.

http://www.filefront.com/17360333/guns.wav

This is a recording of the 50cal guns on the P38. For some reason the frequency of the sound seems to change with each burst (during a burst it stays the same). This also occurs with several rapid fire weapons, but not all (noticed it so far for .50cal on aircraft, .303 in Spitfire, 20mm in Spitfire, 20mm on FMB and 25mm on light AA gun). Not sure if other people get the same effect.

If you compare the weapon and engine noises you might be able to fix this form of the bionic ear bug. My guess is that the origin of the weapon sound coincides with the position of the observer whereas the origin of an engine sound is the actual engine of the vehicle. As soon as there is some distance between source and observer my audio driver changes volume with view direction which allows me to hear things I shouldn't be able to hear just by looking around a bit.

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I recorded my bionic ear bug (changing engine volume depending on view direction).

That's doppler and not a bug really. We use 3d spatial sound based on line of sight opposed aural inputs with a forward bias.

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1.32 plus October 11 patch

Sound was EXCELENT with truly great directional accuity BEFORE the patch.

I did not see anything about audio in patch info. Was there someting I missed?

Post patch I have background popping sound and, for example, perhaps only hear every other shot fired by a boffer, or turrent turning sound cuts in and out. So bad game was not playable with soun on and I had to log.

I made no setting changes.

I am running as follows:

- Quad core pentium with 8gb memory.

- Windows 7 64 bit

- Creative X-FI Titanium Sound card

- I am running in software mode

- I am running in sterio headset mode

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I'm having a sound range problems since Oct 12(yesterday) patch. Things were ok with original 1.32 patch, but now all vehicle sounds fade to low at like 400m from my location. I not computer expert, so I hope I answered the following questions correctly.

1. motherboard (Realtek HD Audio)

2. Driver 6.0.1.5783 (stated up to date)

3. software

4. Speaker stereo

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I logged in Oct 13th at around 11 am (Central European Time) and the WW2 starter downloaded a new patch. Don't know the version number. Since that I'm experiencing a strange sound bug related to approaching aircrafts - the volume of the engine sound of that aircraft is getting increased while it comes closer to my position, but not continuously - the volume increases step by step, frequently around one step per second. When over me, the engine sound is normal and when flying away from me the volume decreases also normally. Does not happen when aircraft is passing by, only when aircraft is inbound to my position.

I had those problems NOT after the first 1.32 patch. I haven't made any changes to sound settings yet.

Setup:

Sound: OnBoard (MB=MSI P55-GD65) Realtek HD Audio (actually claims to be 7.1, but I don't use that feature)

OS: W7 32Bit

Driver: 6.0.1.6151

Sound settings: software

Speaker: Stereo headset

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Ok, right now battles are quiet. Really quiet. There can be a fight going 1 km from you and nearly can't hear it at all.

Difference is huge to 1.31, with same sound level settings.

Also, sounds seem to increase and decrease gradually, instead of steplessly.

EDIT: The doppler effect isn't working right now.

You can't hear aircraft wich is like 2-4 km from you!

Basically fights are sounding dull, even there is action going.

It's seriously annoying when you are hunting enemy tank as sapper, and by the sound you judge that it's far away, then you lift your head and see that the tank is actually god damn close to you!

You certainly do hear ets driving from miles away, and aircrafts, ever heard just one P-51 flying around? IT'S LOUD :-)

I say rollback to 1.31 and get new approach to bionic ears or what ever the reason was for changing sounds. This is awful tbh currently.

Otherwise 1.32 is working fine for my system, radion 4800, amd phantom II or something like that and win7 64 bit.

Oh realtek onboard sounds.

EDIT2: I have been experiencing some weird sounds like, there was with the scary 'black out bug' years back - whizzzzzzzzzling noices

Edited by wizardd
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Well, updated to Oct 13 patch. Vehicle sound fades seem smoother. But vehicle sounds still fade to low at 400m from my location. Before patch 1.32 sounds faded to low well past 1K out, now its at 400m. Is this WAD for 1.32? If so, its way to much of a change. Even if it is more realistic sound distances.

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I'm having a sound range problems since Oct 12(yesterday) patch. Things were ok with original 1.32 patch, but now all vehicle sounds fade to low at like 400m from my location. I not computer expert, so I hope I answered the following questions correctly.

1. motherboard (Realtek HD Audio)

2. Driver 6.0.1.5783 (stated up to date)

3. software

4. Speaker stereo

Having the same issue. Same motherboard.

Vehicles pre patch were audio about 1000m out and feint and grew louder

Noticed that since the patch tanks driving up to within 200m and i hear nothing till I see them, same with all vehicles.

Opels passing 500m from me and i'm not hearing them at all.

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Smoke grenade audio..

Testing in off-line game, the audio from a smoke grenade goes away at 100 meters when running away and when you reverse and run back towards it the audio never comes back. You can be standing right on top of the smoking grenade and still not hear anything.

Not a big deal but it may be true with other objects such as vehicles or infantry, I didn't test those.

Creative: X-fi Extreme Music

Drivers: Latest per Creative website

Alchemy: On - Latest driver

Stereo Headset only and selected in audio settings.

Game settings - X-fi;hardware.

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