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Feedback - 1.33 Audio


GOPHUR
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Please use this thread for general feedback on audio in v1.33. We've updated the underlying audio engine. This is the low level code that takes sounds and their positional data from the game engine and decides how to best play it on your audio setup.

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Sounds are great. In the 109 it used to be if I looked to the rear quarter of my plane I would have no engine sounds. Now I can still hear the droning of my engine which suggests to me that "bionic ears" will have either been reduced or eliminated. Nice work! :D

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So far I only tried a little bit of inf combat in dinant, I must say for me the 3rd person small arms fire sounds are kinda jerky, especially automatic fire.

When I fire my weapon, the audio is perfect, but when somones shoot an automatic weapons at me I barely hear it firing.

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Unable to find audio adjustment. Engine sound is loud...which it should be...but also makes it difficult to hear TS.

Also when looking far left or far right get static sound over opposite shoulder.

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I can only hear sounds of close vehicles or planes. From far it`s totally Quiet.

Setup:

Intel i7 2600K @ 4,7 ghz

Nvidia gtx 570 @ 890/2200

Ocz 2133mhz platinum

Creative X-FI Titanium HD

Windows 7 64 bit

All with latest drivers

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in 1.32.10 my bionic ears in a 109 were about 800 meters distance any direction. I knew what was around me by sound.

1.33.9 beta test I have bionic ears but greatly reduced to about 50 meters. This was in a 109F4 against another 109F2. There was a distinct audio that I took as the other 109 at close range circle suggests between 25-50 meters.

Will test it some more. Thanks GOPHUR and everyone working on this.

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Unable to find audio adjustment. Engine sound is loud...which it should be...but also makes it difficult to hear TS.

Also when looking far left or far right get static sound over opposite shoulder.

In teamspeak3, right click each users name and select adjust volume, add more db and that should help.

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definitely harder to hear ea on my 6 from what i tested for about 1hr with a squaddie however when i look left/right then there is a "gap" in my engine audio & i can hear EA behind/above me perfectly at decent distance.

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I can hear an idling truck for 250m at normal sound level and with it turned up I can hear it to 350m. Similar for you?

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in 1.32.10 my bionic ears in a 109 were about 800 meters distance any direction. I knew what was around me by sound.

1.33.9 beta test I have bionic ears but greatly reduced to about 50 meters. This was in a 109F4 against another 109F2. There was a distinct audio that I took as the other 109 at close range circle suggests between 25-50 meters.

Will test it some more. Thanks GOPHUR and everyone working on this.

That sounds like expected functionality. In panes you are not supposed to hear much (anything) over your own engine noise unless it is extremely close.

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As an infantry unit I can hear any plane sound only if it is closer than 500m. Other units (AI/vehicles/Infantry) can't be heard shooting/driving over longer distances.

Edited by Slpr2
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Can confirm that. Was watching an approaching faf ju-52 and couldn't hear it before circle was at slightly more than 1 quarter full. Could also see a lot of not too distant mg tracer fire but no audio.

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LAFFY just passed me ... and within 5 secs he reached the 500m radius ... and i couldnt hear him anymore. but easily see him

i sense massive camp of ABs with the current audio range.... worst thing in 1.33 so far

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Agree with previous posts, sound distance is far too short. Aircraft were flying about in what seemed like silence.

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Noticed this too.

intel i5 750

ATI 4870

2gig DDR3-1333

win xp

Soundblaster Audigy 2

Edited by mako26
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i sense massive camp of ABs with the current audio range.... worst thing in 1.33 so far

Cut it out. They'll obviously fix this, AAA gunners would get their bums kicked by EA if they couldn't hear them until they were already dropping bombs. It's like built in engines off bombing.

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I confirm. in fact the whole area seems to be too quirt. while its real nice the sounds fade out and in instead of just stopping like they used to. allot of sounds need to travel allot further.

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During the fighting around Verdun I thought there was something amiss with the sound.

I went about 300 metres out of town to watch and listen to what was happening.

Inf - from about 500m, I could see that there was fighting going on but couldn't hear a thing.

Aircraft - they were flying about over the area but could only hear them when making very low passes over the town. Again, the range seemed to be about 500m.

It made the game seem eerily quiet when not close to the action.

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In a 109G I could hear a Spitfire(2b?) at about 200m dead 6. It was very faint but I could just about make it out. It seemed to disappear when he dropped low on my 6.

Will do more testing in an allied plane when I get an opportunity (exam week) as the 109 audio is more distinctive and it'll give me a better idea of where and how far away I can hear stuff.

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In 1.32 I used to get some strange sound effects in aircraft (the frequency of the mg sound when firing changed every time I pulled the trigger and sometimes there was an echo of the cannon sound that kept going after I stopped shooting). In 1.33 beta these problems seem to be gone.

I can still hear other aircraft by rotating the pilot's head because the sound of your own aircraft engine changes according to the rotation of the pilot's head.

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