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World War II Online is a Massively Multiplayer Online First Person Shooter based in Western Europe between 1939 and 1943. Through land, sea, and air combat using a ultra-realistic game engine, combined with a strategic layer, in the largest game world ever created - We offer the best WWII simulation experience around.

No sound in cockpits/seats


doverosx
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For the most part I'll say just the airplanes are affected but the sound effects for a lot of AA and ATGs are missing/mis synced, etc.

With planes in the cockpit view I don't hear ANYTHING. If I change view, bam, sound, there we go. I am using an Auzentech Xplosion 5.1 card.

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This should be fixed with the beta. Please get that client and test it out. If there are still issues I want to get that to the code team before we release.

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This should be fixed with the beta. Please get that client and test it out. If there are still issues I want to get that to the code team before we release.

Firstly, thanks for the awesome response time!

Finally, is selecting "beta" from the server dropdown list okay? Or is there a Beta executable that I need to get a hold of?

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Firstly, thanks for the awesome response time!

Finally, is selecting "beta" from the server dropdown list okay? Or is there a Beta executable that I need to get a hold of?

Right, so I pulled the Beta down.

Fired it up and there is LESS sound than before.

There is only sound when I use the 4, 6, 7 and 9 view keys on the numpad.

0 no longer produces any sound and 1 and 3 only produce sound just as the view is swinging behind then...no more sound.

Sorry to report the regression :(.

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Please RATS GET in C O C K pit sounds right, you have plenty of evidence that the sound is still borked (See above).

Letting the sound bug remain in game will drive even more players from the game.

You need help testing>?? Ask in the Hangar, unless your fkin skeered to go in there.

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Right, so I pulled the Beta down.

Fired it up and there is LESS sound than before.

There is only sound when I use the 4, 6, 7 and 9 view keys on the numpad.

0 no longer produces any sound and 1 and 3 only produce sound just as the view is swinging behind then...no more sound.

Sorry to report the regression :(.

So you're not getting any center channel sounds only when you look left and right. Lemme look at that audio card a bit.

I miss you Reb. I'm not scared to go in the Hangar, I just don't have time to process the low signal to noise. I got lots of bugs to get reported on man.

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I imagine you're updated the driver? What windows version do you have?

Sent from my SCH-I500 using Tapatalk

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------------------

System Information

------------------

Time of this report: 10/31/2011, 11:53:05

Machine name: RICK-PC

Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.110622-1506)

Language: English (Regional Setting: English)

System Manufacturer: Gigabyte Technology Co., Ltd.

System Model: GA-MA770T-UD3P

BIOS: Award Modular BIOS v6.00PG

Processor: AMD Athlon II X2 250 Processor (2 CPUs), ~3.0GHz

Memory: 4096MB RAM

Available OS Memory: 4094MB RAM

Page File: 1495MB used, 6692MB available

Windows Dir: C:\Windows

DirectX Version: DirectX 11

DX Setup Parameters: Not found

User DPI Setting: Using System DPI

System DPI Setting: 96 DPI (100 percent)

DWM DPI Scaling: Disabled

DxDiag Version: 6.01.7601.17514 32bit Unicode

------------

DxDiag Notes

------------

Display Tab 1: No problems found.

Display Tab 2: No problems found.

Sound Tab 1: No problems found.

Sound Tab 2: No problems found.

Input Tab: No problems found.

--------------------

DirectX Debug Levels

--------------------

Direct3D: 0/4 (retail)

DirectDraw: 0/4 (retail)

DirectInput: 0/5 (retail)

DirectMusic: 0/5 (retail)

DirectPlay: 0/9 (retail)

DirectSound: 0/5 (retail)

DirectShow: 0/6 (retail)

---------------

Display Devices

---------------

Card name: NVIDIA GeForce GTX 260

Manufacturer: NVIDIA

Chip type: GeForce GTX 260

DAC type: Integrated RAMDAC

Device Key: Enum\PCI\VEN_10DE&DEV_05E2&SUBSYS_110919DA&REV_A1

Display Memory: 2668 MB

Dedicated Memory: 877 MB

Shared Memory: 1791 MB

Current Mode: 1176 x 664 (32 bit) (60Hz)

Monitor Name: Generic PnP Monitor

Monitor Model: SANYO PDP

Monitor Id: SAN2B01

Native Mode: 1280 x 720(p) (60.000Hz)

Output Type: DVI

Driver Name: nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,nvwgf2um,nvwgf2um

Driver File Version: 8.17.0012.8562 (English)

Driver Version: 8.17.12.8562

DDI Version: 10

Driver Model: WDDM 1.1

Driver Attributes: Final Retail

Driver Date/Size: 10/15/2011 03:53:00, 15693120 bytes

WHQL Logo'd: n/a

WHQL Date Stamp: n/a

Device Identifier: {D7B71E3E-46A2-11CF-185B-05311FC2C535}

Vendor ID: 0x10DE

Device ID: 0x05E2

SubSys ID: 0x110919DA

Revision ID: 0x00A1

Driver Strong Name: oem16.inf:NVIDIA_SetA_Devices.NTamd64.6.1:Section005:8.17.12.8562:pci\ven_10de&dev_05e2

Rank Of Driver: 00E62001

Video Accel: ModeMPEG2_A ModeMPEG2_C ModeVC1_C ModeWMV9_C

Deinterlace Caps: {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive

{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY

{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}:

DXVA-HD: Supported

DDraw Status: Enabled

D3D Status: Enabled

AGP Status: Enabled

Card name: NVIDIA GeForce GTX 260

Manufacturer: NVIDIA

Chip type: GeForce GTX 260

DAC type: Integrated RAMDAC

Device Key: Enum\PCI\VEN_10DE&DEV_05E2&SUBSYS_110919DA&REV_A1

Display Memory: 2668 MB

Dedicated Memory: 877 MB

Shared Memory: 1791 MB

Current Mode: 1680 x 1050 (32 bit) (60Hz)

Monitor Name: Generic PnP Monitor

Monitor Model: L226W

Monitor Id: GSM566A

Native Mode: 1680 x 1050(p) (59.883Hz)

Output Type: HD15

Driver Name: nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,nvwgf2um,nvwgf2um

Driver File Version: 8.17.0012.8562 (English)

Driver Version: 8.17.12.8562

DDI Version: 10

Driver Model: WDDM 1.1

Driver Attributes: Final Retail

Driver Date/Size: 10/15/2011 03:53:00, 15693120 bytes

WHQL Logo'd: n/a

WHQL Date Stamp: n/a

Device Identifier: {D7B71E3E-46A2-11CF-185B-05311FC2C535}

Vendor ID: 0x10DE

Device ID: 0x05E2

SubSys ID: 0x110919DA

Revision ID: 0x00A1

Driver Strong Name: oem16.inf:NVIDIA_SetA_Devices.NTamd64.6.1:Section005:8.17.12.8562:pci\ven_10de&dev_05e2

Rank Of Driver: 00E62001

-------------

Sound Devices

-------------

Description: Speakers (Realtek High Definition Audio)

Default Sound Playback: Yes

Default Voice Playback: Yes

Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0888&SUBSYS_1458E601&REV_1000

Manufacturer ID: 1

Product ID: 100

Type: WDM

Driver Name: RTKVHD64.sys

Driver Version: 6.00.0001.5780 (English)

Driver Attributes: Final Retail

WHQL Logo'd: n/a

Date and Size: 1/20/2009 01:12:54, 1699744 bytes

Other Files:

Driver Provider: Realtek Semiconductor Corp.

HW Accel Level: Basic

Cap Flags: 0x0

Min/Max Sample Rate: 0, 0

Static/Strm HW Mix Bufs: 0, 0

Static/Strm HW 3D Bufs: 0, 0

HW Memory: 0

Voice Management: No

EAX 2.0 Listen/Src: No, No

I3DL2 Listen/Src: No, No

Sensaura ZoomFX: No

Description: Realtek Digital Output (Realtek High Definition Audio)

Default Sound Playback: No

Default Voice Playback: No

Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0888&SUBSYS_1458E601&REV_1000

Manufacturer ID: 1

Product ID: 100

Type: WDM

Driver Name: RTKVHD64.sys

Driver Version: 6.00.0001.5780 (English)

Driver Attributes: Final Retail

WHQL Logo'd: n/a

Date and Size: 1/20/2009 01:12:54, 1699744 bytes

Other Files:

Driver Provider: Realtek Semiconductor Corp.

HW Accel Level: Basic

Cap Flags: 0x0

Min/Max Sample Rate: 0, 0

Static/Strm HW Mix Bufs: 0, 0

Static/Strm HW 3D Bufs: 0, 0

HW Memory: 0

Voice Management: No

EAX 2.0 Listen/Src: No, No

I3DL2 Listen/Src: No, No

Sensaura ZoomFX: No

---------------------

Sound Capture Devices

---------------------

Description: Mic (Realtek High Definition Audio)

Default Sound Capture: Yes

Default Voice Capture: Yes

Driver Name: RTKVHD64.sys

Driver Version: 6.00.0001.5780 (English)

Driver Attributes: Final Retail

Date and Size: 1/20/2009 01:12:54, 1699744 bytes

Cap Flags: 0x0

Format Flags: 0x0

Description: Realtek Digital Input (Realtek High Definition Audio)

Default Sound Capture: No

Default Voice Capture: No

Driver Name: RTKVHD64.sys

Driver Version: 6.00.0001.5780 (English)

Driver Attributes: Final Retail

Date and Size: 1/20/2009 01:12:54, 1699744 bytes

Cap Flags: 0x0

Format Flags: 0x0

--

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head phones

set up should not matter, in what world do you sit 5 feet from a 1200 horsepower engine and hear someone else who is 2klm away?

It should be impossible reguardless of system or setup. If you can hear it by "tweaking" your cheating others who cant.

Why is it fair for one player to be immune from being sneaked up on, never having to even bother checking six.

If you want the truth, this is why your game population is dwindling, especially the air war.

New games on the horizon, that will remove a large portion of your customers, (world of planes and Heros and Generals to name two) would have me jumping through hoops to try and prevent that.

I want this game to continue, I love it here and want you to be successful.

Ive been here a long time supporting you best I can, now here I lay it on the line, are ya gonna man up and fix game killer bugs because that bug has killed quite a few subs i guarantee it.

Fix the air game so no one can hear any other plane around them no mater how close they are to them. If that can be done.

Edited by Rebel357
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DL the last few patches and just logged into the beta, I dont know why but when I record sound it plays normal. When I am playing the same time in game i cant hear my engine when i look behind me. I also cant hear it much when I look forward.

Spawn a hawk and face forward. Start the engine and use hat to look around. I get full engine audio when I look left and right but low audio looking ahead.

Looking back left or right, I get ZERO engine sound.

Spawn a P38 I hear Left engine in Right Ear, Right engine in left ear, I can tell because when I look in either direction I cant hear the engine I am looking at.

If I record with Fraps, I get normal audio for the hawk didnt check that with any twin engine a/c .

Perhaps I need to test those to see if all the twin engine planes have that same bug.

Edited by Rebel357
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so everything is normal and correct unless you listen through headphones ?

maybe your headphones are not compatible with how your sound software is configured ?

just wondering where this is occuring, we can fix our end but not yours, so the first task is to eliminate your end as being any kind of issue, otherwise a 100 years of trying on our end won't fix anything on your end

don't take it personally or as a sign we don't want to fix it, if that were true we wouldn't even be discussing it

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Bionic ears came with "hollywood patch". How many ears ago was it? Too many years if you ask me. It was intended that you hear stuff outside your cockpit. It was your idea rats. It wasn't a bug. You wanted pilots to hear action.

And this is the result. We can't sneak up pilots who have done nothing to their sound systems and can still hear you (not even speaking of the guys who tweak it for better performance so they can hear everything better except their engines).

It's a game killer. REMOVE the sounds in cockpit. I don't need to hear ANYTHING but my engine and gunfire. Not even gear sounds, flaps, slats, anything just get rid of bionic ears.

People won't put with this much longer.

Edited by thief
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not true Thief you are misconstruing things

don't post in that style in the bug forum thank you

remove the sounds in cockpit. I don't need to hear anything but my engine and gunfire. Not even gear sounds' date=' flaps, slats[/quote']

that is a good example of how to go about it, and a reasonable suggestion as well, I don't agree with not hearing gear/flaps/slats because players need aural and visual feedback of what they are doing to their aircrafts systems and in flight configuration ... but the external sounds beyond their plane when the engine is ON should be virtually indistinguishable

unfortunately, how to go about that best has first of all involved fixing the system so that it does what it should (which it hasn't been doing) before we start jacking around with what it does and doesn't feedback

if we have all the fixes in, and it is working correctly, THEN we can start working on filters to better do what it might not be doing well AFTER it is in 100% proper working condition

so keep on it (we all want a better game) but try to understand we're not idiots ok ? :D

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not true Thief you are misconstruing things

don't post in that style in the bug forum thank you

remove the sounds in cockpit. I don't need to hear anything but my engine and gunfire. Not even gear sounds' date=' flaps, slats[/quote']

that is a good example of how to go about it, and a reasonable suggestion as well, I don't agree with not hearing gear/flaps/slats because players need aural and visual feedback of what they are doing to their aircrafts systems and in flight configuration ... but the external sounds beyond their plane when the engine is ON should be virtually indistinguishable

unfortunately, how to go about that best has first of all involved fixing the system so that it does what it should (which it hasn't been doing) before we start jacking around with what it does and doesn't feedback

if we have all the fixes in, and it is working correctly, THEN we can start working on filters to better do what it might not be doing well AFTER it is in 100% proper working condition

so keep on it (we all want a better game) but try to understand we're not idiots ok ? :D

Ok

I was just saying no slats/flaps etc cause I'm willing to go to extremes just to get rid of gamey advantages in an MMO game. It's about the only thing in this game that frustrates me (and many others) along with cheating.

And you are not idiots :)

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"Bionic ears came with "hollywood patch". How many ears ago was it? Too many years if you ask me. It was intended that you hear stuff outside your cockpit. It was your idea rats."

That is the most laughably paranoid thing I've heard in months.

Take off the tin hat.

Reb,

I've got that real tek here to test with. What do you have your sound setting in windows as. Are they stereo? What are the headphones. I can order some.

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Bump.

I and a lot others are reading this thread.

Who cares? If you don't have anything to add then please just read. Fixing bugs is about testing and reporting. You're doing neither.

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I had a similar problem to Reb (sometime back though) and it was that I had 5.1 audio setup on earphones. Setting to earphones cleared it up and made it work "right".

Unknown (i.e. untested) if exploitable. Rats may know what is going out on what sound channel for 5.1 (five channels) and if you cut out the other player engine noise entirely ... then this bug/feature will no longer be exploitable (if, in fact, it even *is* exploitable (i.e. untested)).

This follow-up (from a years old fix) is only to see if Rebel can go into his sound card and adjust 5.1 down to headphones/earphone (2 channel) and clear up issue. But my experience was too similar for me not to post it.

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"Bionic ears came with "hollywood patch". How many ears ago was it? Too many years if you ask me. It was intended that you hear stuff outside your cockpit. It was your idea rats."

That is the most laughably paranoid thing I've heard in months.

Take off the tin hat.

Reb,

I've got that real tek here to test with. What do you have your sound setting in windows as. Are they stereo? What are the headphones. I can order some.

Version 1.19.0 (06-22-05)

That's 2005

Sounds:

-Added hand cranked gear for elevate (all geared gun elevate/depress)

-Added hand cranked gear for traverse (all hand cranked AFV turrets and all ATG/AAA, deck gun on Fairmile and torpedo tubes on DD’s)

-Added hydraulic powered traverse (all hydraulic power traverse AFV turrets and 5” guns on DD’s)

-Added electric powered traverse (all electric power traverse AFV turret’s)

-Added turret ring gear rumble (all turreted tanks and armored cars only)

-Added new infantry death sounds

-Added new detailed footfall sounds

-Added new detailed sounds for numerous weapons

-Added new sounds for various explosions

-Added new hit and ricochet sounds

-Added weapon switch sound to HUD

-Added sound to cycling of weapons using the mouse wheel

-Fixed Doppler bug with trooper sounds for 2d/3d

-Fixed PZII reload sound to match reload speed

-Fixed Char reload sound to match reload speed

-Fixed MG reload sound to match reload speed

Cannon Sounds:

-New German 75mm L48 / L43 sounds

-New US M3 75mm sound

-New UK Qf6pdr sound

-New 20mm sounds for all units

-New Bedford sound

-New Stuka siren

-New mp40 sound

-Adjusted 40mm Bofors

-New Distant Firing sounds for: Char 75mm, PzIVD, Pz4G, Stug3B, Stug3G, M4A2, and Flak36

-Removed engine volume factor in calculating external effect sounds, external explosions/hits should be more pronounced - Oh lookie what's this!?

MG sounds:

-Adjusted H81 .50

-Adjusted Hispano

-Adjusted Mg17

-Adjusted .50 caliber

-Added torpedo sounds

-Adjusted .303 Besa (synced 1st and 3rd person - adjusted quality)

-New .30 M1919A4

-Adjusted Mg34 for all units.

Small Arms Sounds:

-New Mas36

-New Mas38

-Adjusted Bren

-New K98

-New Mle24

-Adjusted Mp40

-New Lee Enfield

-Adjusted Thompson

-New Thompson/Mp40 reloads

-Adjusted Rifle reloads

Misc Sounds:

-Added music to the UI

-Added Dynamic Trooper Footsteps

-New Turret Sounds - Hydraulic, Hand Crank, Electric

-New Footsteps - Concrete, Wood, Metal, Dirt, Dirt Road, Sand

-Added sound for smoke grenades

-Added Air Raid siren for multiple bomber EWS

-Added Radio ambiance

-Added trail sounds for ALL automatic weapons

-New first person hits

-New Opel engine

-New 232 engine

-Added third person death screams

-New ricochet sounds for concrete

-New fabric hit sounds

-New wood hit sounds

-New AT push sounds (first person only)

-New knife sounds

-Added burning sounds for tanks

-Added starter sound for all trucks

I remember from the ground hearing planes changed dramatically. And at first they were too loud. It got changed:

Version 1.19.4 (07-29-05)

Vehicles:

-Reduced plane external volume sounds

Thats when it all started

Later you changed individual plane sounds. My 190 started to sound like a lawnmower. And that's when the bionic ears went REAL BAD:

Version 1.28.0.255 (01-22-08)

Sounds/Effects:

Added new bomb bay sound

Adjusted "slo-mo" HE explosion

Canopy sounds no longer queue

Fixed gear sound repeating

Fixed smoke and other particle effects being invisible behind transparent objects

Added several new sounds (thanks Mike and Georgh!)

Added new engine sounds for Hawk 75

Added new engine sounds for Stuart

Added new engine sounds for Spitfires

Added new engine sounds for 109

Added new engine sounds for A13 and Matilda

We are almost to 2012. So we've had bionic ears for 4 years.

Tin hat?

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Who cares? If you don't have anything to add then please just read. Fixing bugs is about testing and reporting. You're doing neither.

You care or you should at least know it is in your interest to care.

Me posting here and saying that a lot of us (including me) are watching this thread was a nice way to say that there are a lot of other people (i included) who suffer from this problem. So consider that a bug report shh.gif

I just didn't want to sound so whiny when I reported the effects of this bug because of how snappy you guys were with Thief.

Edited by Enigma
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@thief

the bit of the readme you posted was to increase the sound of HITS ON YOUR VEHICLE ie: local to the point of right next to you and related to HIT EFFECTS sounds ... (while the wording is not well expressed this purpose was defined in that line)

you misconstrue that to mean "we created HOLLYWOOD SOUNDS (your definition) now you can hear everything around you and we think that's a great idea"

in this you are totally wrong, that was Gophurs point. You choose to exaggerate what you read and use it in a mocking tone - bad (if you were in our shoes you might think it was a good deal worse than bad but we try to have thick skins, can you manage the same perhaps ?)

this forum is not a place where "this is what the rats did" is a tolerable attitude, it is where we use your help and input to fix the bugs you are suffering ... and that is the ONLY kind of posting that will be tolerated in this forum as you have other forums to run around making up all the things we did and to prove where you're right and we're wrong

not in this forum however

@enigma

no despite your wildest dreams that is not a bug report

PS: we only get snappy when people think that pointing the finger will help us improve your game, and we don't bother getting that way in any other forum but this one. Trust me, you don't want to ruin this forum like the others are, and we don't either. We want this to be a forum where we get lots of stuff done that gives you a better game experience, PERIOD. If anyone reading this doesn't want the same thing, just make it clear and we'll know to avoid you in future. We'd like a culture in this forum to develop where we all work towards the common goal of a better game, and that means structuring the content here towards what will support that. The signal to noise ratio must remain high, and complaining without testing and reporting of a useful nature is all noise and no signal. "Blaming the rats" is also of no useful input either, you can do that in other places.

NOW FOLKS - LET'S GET BACK TO FIXING BUGS AND NOTHING ELSE IN THIS FORUM

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I had a similar problem to Reb (sometime back though) and it was that I had 5.1 audio setup on earphones. Setting to earphones cleared it up and made it work "right".

Unknown (i.e. untested) if exploitable. Rats may know what is going out on what sound channel for 5.1 (five channels) and if you cut out the other player engine noise entirely ... then this bug/feature will no longer be exploitable (if, in fact, it even *is* exploitable (i.e. untested)).

This follow-up (from a years old fix) is only to see if Rebel can go into his sound card and adjust 5.1 down to headphones/earphone (2 channel) and clear up issue. But my experience was too similar for me not to post it.

We don't that's all low level stuff in Xaudio.It is supposed to detect your settings and adjust for your hardware and software configuration.

As soon as I get something I can repeat for a coder though the sooner I'll have it fixed.

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"-Removed engine volume factor in calculating external effect sounds, external explosions/hits should be more pronounced - Oh lookie what's this!?"

That is code that would scale the volume of explosions and hits on your vehicle with your engine. It's still there on most other sounds.

You can test this by sitting in a tank and listening to a constant sound like a bofors firing and increasing and decreasing the throttle. This was the root of the bug where players who turned off their engine with max throttle would have exterior sounds stuck at diminished levels.

The power of a good question is always greater than the power of an assumptive statement.

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