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SOUND ISSUES - FEEDBACK v1.32


DOC
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Sound fades and pops in and out. Best way to describe it is when you have a old set of speakers and your adjusting the volume and on a certain spot it will sorta fuzz out or stop altogether. It goes from one side to the other. Vehicles I don't hear till right on top of me. No way I could hear a shot and know where it came from unless I saw it. I tried with both hardware and software. My drivers are uptodate

Windows7 32bit Build 7600

Mainboard MS-7597

AMD Athlon II X4 630

2GB Ram DDR3

Radeon X1950 Pro 8.593.100.0

Realtek High Definition Audio 6.00.0001.5809

Please fix this ASAP. I and anyone else with this problem can not enjoy playing on the ground. Only way to play is in air with this sound problem.

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Seems like last patch made audio worse:

Cannot hear any vehicle motor over 500 meters. Sounds drops near instantly at 500 meters.

For some reason I can hear guns or tanks shooting at a greater distance.

Very hard to play infantry outside town - as I like to. Near useless as a scout. Near useless as a FB guard.

The poping sound I reported earlier has stopped. 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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running gateway FX. using on board sound card(like always)......... sounds are screwed....its like being in a tank (hull down)......sounds are muffled like crazy..........still.........cant here crap outside town....big attack or not.....and if im using bofors(which i normally do).......cant hear ea untill their on top of me. and its too late to do anything then..........cant hear opels.......really cant hear **** untill they are on top of me or too close to do anything about...........cant play like this at all........and why in the world was the sound even messed with anyway??

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Well now, I think the new sound ranges are WAD(workin as designed). We(including me) were spoiled by the old sound ranges. The new ranges are realistic. I live by a highway and for exercise I walk along the highway's frontage road. (Assuming a loud semi truck is close to the in game audio of a tank or truck) I tried to listen to the loud semi trucks as they passed near me. To my surprise, the loud truck audios DO go silent at round 400m. Also, the trucks when heading towards me was even less distance. So I think the old audios of hearing over 1k was totally unrealistic.

I think 1.32 has great sound ranges/doppler effects and is WAD. I was just worried that I was the only one with the new sound issue. But I think we are all in the same boat and its a even playing field. I agree I don't like it. But I think I'm just spoiled by the old audios and must learn to adapt to the new realistic audios.

Edited by chaos33
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The things I've noticed and really have a problem with is that for example a truck can come driving in my direction and I hear a low engine sound slowly increasing, then suddenly when it comes quite close the engine noise goes up 10 notches at once to get really loud.. then when it has driven past it goes down those 10 notches back to the level it was before and then fades slowly as the distance increases.

Though, I've been playing around with alchemy so that might be due to that. Gonna deactivate alchemy and see if the problem goes away.

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Is this what you're on about? Very f'n annoying. I had it last night several times as Inf and as ATG around Kalmouth. It is way louder than Fraps suggests.

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Is this what you're on about? Very f'n annoying. I had it last night several times as Inf and as ATG around Kalmouth. It is way louder than Fraps suggests.

I get that repeating bullet whiz sound too. Not as bad as you had it in the movie, but occasionally it will happen for maybe 5 seconds and then stop.

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It may well transpire that what you are used to regarding "how far away" you can hear stuff is different now. What we sought to fix were endemic issues with sound attentuation that caused it to not be consistant across not just ranges but weapon or sound "types" ... we think we got that so we struck the point we were trying to achieve. These issues are years old and buried rather deep in the game.

Two things now come to light:

1. The world may seem quieter than it was previously but this is more likely because it was too loud previously (and not what we inteneded or WAD) and likely to be actually the result of the bugs we have just fixed. You are "used to" these levels but that doesn't by itself mean they were correct or should be reinstated.

2. We can of course, now that things ARE working as they should, on a global perspective ... adjust the wold to be "louder" again but without all the previous issues/inconsistancies we had to suffer at the same time. Whether we do adjust the global volume level back up or not, and whether it SHOULD be done or not, has no basis on "what you are used to previously" unless what you are used to from previous experience proves to be the more correct level in the first place. This has not been proven so far and early indications are that you did in fact become accustomed to a "volume of the world" level that was artifically too high and should never have been that loud from the outset.

So, in closing, the issue isn't "how loud the world is" and returning it to that, it's about whether or not the attenuation issues we sought to fix are fixed, and this makes leaving as is or adjusting the world to be as loud as it "should" be have no relationship whatsoever to what you were used to; on the basis that you became used to it and nothing else. You may well be used to something that was wrong all along and thus that isn't a reason to return it to that state.

This is what really needs to be considered, and what you got "used to" isn't a concern at all as far as what it should be or should not be.

Just to clarify the approach that should be used with this. FYI and all that. :D

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Well now, I think the new sound ranges are WAD(workin as designed). We(including me) were spoiled by the old sound ranges. The new ranges are realistic. I live by a highway and for exercise I walk along the highway's frontage road. (Assuming a loud semi truck is close to the in game audio of a tank or truck) I tried to listen to the loud semi trucks as they passed near me. To my surprise, the loud truck audios DO go silent at round 400m. Also, the trucks when heading towards me was even less distance. So I think the old audios of hearing over 1k was totally unrealistic.

I think 1.32 has great sound ranges/doppler effects and is WAD. I was just worried that I was the only one with the new sound issue. But I think we are all in the same boat and its a even playing field. I agree I don't like it. But I think I'm just spoiled by the old audios and must learn to adapt to the new realistic audios.

As DOC points out we fixed a pretty low level bug that was causing calculated distance affects on sound level to be fubar. This is testing out to be expected functionality. Now to decide if we want to change functionality. We did already increase distance once.

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The things I've noticed and really have a problem with is that for example a truck can come driving in my direction and I hear a low engine sound slowly increasing, then suddenly when it comes quite close the engine noise goes up 10 notches at once to get really loud.. then when it has driven past it goes down those 10 notches back to the level it was before and then fades slowly as the distance increases.

Though, I've been playing around with alchemy so that might be due to that. Gonna deactivate alchemy and see if the problem goes away.

Please let me know how that goes. I'm seeing lots of problems with alchemy being reported so it might be good to pin that down. Also want this feedback so I can create a ticket on "the whiz bug". I've had it a couple times but haven't figured out yet how to reproduce it.

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The "whiz bug" is bad math screwing with the pitch of bulletby.wav, I mentioned it to Martini. On Mac I "fixed" it some time ago by never playing that sound at all.

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I can hear tanks super close..like a few hundred meters...but before you could hear them rumbling over a k away...now I can't hear a tiger at say 6-700 meters even...though I am seeing them plane as day..planes have the issue to me too as Infantry.

I'm using a Turtle Beach Montego DDL Soundcard....with a plantonics headphones..no speakers. Headphones can be set up to USB and run its own profile or plugged into the jacks of a soundcard and run off that which I am.

version 5.12.01.0008.14.18 on Windows XP 32Bit SP3

I have tried both hardware and software, though with my deafness in my right ear using hardware totally negates all sound from the right headphones when I look certain directions. Using software I can at least get some sound feedback though limited when looking certain directions where the right headphone would normally hear over the left better.

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The audio range is far too short now imo. I measured a friendly tank going away from me a few days ago, i lost his audio totally at around 600m... there was no other sound at all.

Where i live i can hear cars coming from 2km away, i should be able to hear a tank that is 1km+ away easily, especially when there is little other noise.

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Mwave rev 5.1 card

I do have lots of sound issues, sound drops off when firing as infantry most often, occasionally as vehicle. Occasional sound loops. I have done some installs and uninstalls that didnt help, but not since last patch. will redo.

However I have never had the bionic ears issue and I have tested for it.

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Mwave rev 5.1 card

I do have lots of sound issues, sound drops off when firing as infantry most often, occasionally as vehicle. Occasional sound loops. I have done some installs and uninstalls that didnt help, but not since last patch. will redo.

However I have never had the bionic ears issue and I have tested for it.

Ok so I put in some sound canceling earbuds and really took a listen. The sound is way off, often. The sound on my weapon is awol, regardless of unit type, roughly 40% of the time. Planes going over head that are within my ear range (Aprox 200m?) are louder then trucks tanks etc which are closer.

Sound was affected slightly positively by switching my settings from headphones to stereo speakers, but the change was negligible.

In short, sound issues galore. Test suggestions?

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Don't know anything about that sound card so can't say if it is the culprit.

I can't even find anything on that card. AFAIK Mwave is just a computer parts website not a manufacturer.

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Since 1.32 been getting 2 sound problems.

- 1 sound just dissapeers for moments then comes back

- 2 when alot of fire, such as aaa and lmg sometimes the sound goes crazy and sounds like constant fire but at an acclerated rate. ( i have fraps for this one).

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Is this what you're on about? Very f'n annoying. I had it last night several times as Inf and as ATG around Kalmouth. It is way louder than Fraps suggests.

I get this a lot, seems to come at the worst possible times.

Im using the Creative X-FI XtremeGamer 24-BIT PCI Sound Card

also have the Soundblaster Arena headset.

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