View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0021235 | AI War 2 | Audio Work | May 28, 2019 2:13 pm | Dec 7, 2021 12:42 am | |
Reporter | RocketAssistedPuffin | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | BETA 0.862 Lobby Overhaul, Knockback, Nanocaust, Final Battle | ||||
Summary | 0021235: Certain sounds are much quieter than others | ||||
Description | For instance, a Pike unit firing or a unit dying is about 3x as loud as an Artillery Golem. Until today, I've never heard the Mass Driver or Spider sound effects, until I happened to zoom further in with higher volume than normal. In order to hear a Siege Frigate or Tesla Corvette, the volume must be high enough for things like Raiders to be somewhat painful to hear firing. I'll update this with every sound effect I find that is essentially unhearable. I'll note that I do have some hearing issues (currently only one ear really works), but I'm sitting these units next to Pike Turrets to compare the volume and I'm sure I'm noticing it the differences properly. EngineDisruptingShell MassDriver LightningExplosionAOEShot PlasmaTorpedoAOEBurstAtEnd EnergyWave ElegantCurl (somewhat) ExtremeLongRangeRailgun (somewhat) ParalysisProngedShot_Blue (This and Sabot are a bit better, but can still be drowned out easily. They sound amazing, incidentally). Sabot | ||||
Tags | No tags attached. | ||||
related to | 0021337 | resolved | Chris_McElligottPark | Transition between no audible battle sounds and full-volume battle sounds when zooming in-out is too sharp |
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In 0.855, is this any better? * A further 11 audio mixing channels from our audio mixer now have their sound effects able to be directly manipulated. ** This makes it so that we can adjust mixing on the fly for things like explosions in combat, the wormhole traversal sounds, etc. ** Right now things may need some adjustment, so if anyone finds some defaults that feel better than what we've now exposed, please let us know! |
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That change does not seem to be in yet, but with those that are, I can definitely hear the quieter ones even zoomed out (energy wave, at least). Though laser pulse from things like Raptors is still much louder, and hurts. |
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With it, same thing. Although I have now actually heard a shot impact sound! |
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I've just checked in a bunch of tuning, and maybe folks will have feedback on that in the next build. If there are outlier sounds that are still too loud, then I can build in a way to make those quieter when they play back. But if they are in a certain channel in the mixer, I can't make them any louder than their baseline default; so we'd want to make sure that the average is fine, with a few things too loud and nothing too quiet, if we start adjusting the volume of specific sounds. |
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The list above is, if I recall right, everything that was too quiet to reasonably hear. Changing the volume to hear those fine made everything else far too loud. In general it's laser pulse sounds, and anything similar that are loud, like the Pike sounds. But again, I do have hearing issues, so...preferably someone else'd chime in first. |
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Part of the reason I was wondering if any of that is fixed is that some of those are AOE explosion type sound effects, and I think they were going to an audio channel that was itself far too quiet. All explosions were really quiet. I think that at least some of those might be fixed now, but I'm not sure. If those explosion sounds (since they are weapons) actually ARE on the weapons channel, then either the source files need to be made more loud, or something else. With that being the full list, potentially I could just beef them out or look at them in Audition to see if they weren't normalized properly for some reason or whatever. |
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Well, I can hear the explosions now, as well as shots hitting in general. They seem to be an alright volume. I'm not sure what to think of the volume in general now. Laser Pulses and PikeShot_Gold are still a bit too much, and EngineDisruptingShell is notably louder with the hit sound than the rest of them. |
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Fixed long ago, to my knowledge. |
Date Modified | Username | Field | Change |
---|---|---|---|
May 28, 2019 2:13 pm | RocketAssistedPuffin | New Issue | |
May 28, 2019 2:44 pm | RocketAssistedPuffin | Description Updated | |
May 28, 2019 2:48 pm | RocketAssistedPuffin | Description Updated | |
May 28, 2019 2:52 pm | RocketAssistedPuffin | Description Updated | |
May 28, 2019 3:06 pm | RocketAssistedPuffin | Description Updated | |
Jun 27, 2019 4:52 pm | BadgerBadger | Relationship added | related to 0021337 |
Jun 27, 2019 4:53 pm | BadgerBadger | Assigned To | => Chris_McElligottPark |
Jun 27, 2019 4:53 pm | BadgerBadger | Status | new => assigned |
Aug 30, 2019 6:00 pm | Chris_McElligottPark | Status | assigned => feedback |
Aug 30, 2019 6:00 pm | Chris_McElligottPark | Note Added: 0052689 | |
Aug 30, 2019 7:14 pm | RocketAssistedPuffin | Note Added: 0052695 | |
Aug 30, 2019 7:14 pm | RocketAssistedPuffin | Status | feedback => assigned |
Aug 30, 2019 7:25 pm | RocketAssistedPuffin | Note Added: 0052696 | |
Aug 30, 2019 7:30 pm | Chris_McElligottPark | Note Added: 0052699 | |
Aug 30, 2019 8:11 pm | RocketAssistedPuffin | Note Added: 0052703 | |
Aug 30, 2019 9:00 pm | Chris_McElligottPark | Note Added: 0052704 | |
Sep 3, 2019 5:33 pm | RocketAssistedPuffin | Note Added: 0052787 | |
Dec 7, 2021 12:42 am | Chris_McElligottPark | Status | assigned => resolved |
Dec 7, 2021 12:42 am | Chris_McElligottPark | Resolution | open => fixed |
Dec 7, 2021 12:42 am | Chris_McElligottPark | Note Added: 0063425 |