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IDProjectCategoryLast Update
0021235AI War 2Audio WorkDec 7, 2021 12:42 am
ReporterRocketAssistedPuffin Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product VersionBETA 0.862 Lobby Overhaul, Knockback, Nanocaust, Final Battle 
Summary0021235: Certain sounds are much quieter than others
DescriptionFor 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
TagsNo tags attached.

Relationships

related to 0021337 resolvedChris_McElligottPark Transition between no audible battle sounds and full-volume battle sounds when zooming in-out is too sharp 

Activities

Chris_McElligottPark

Aug 30, 2019 6:00 pm

administrator   ~0052689

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!

RocketAssistedPuffin

Aug 30, 2019 7:14 pm

reporter   ~0052695

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.

RocketAssistedPuffin

Aug 30, 2019 7:25 pm

reporter   ~0052696

With it, same thing. Although I have now actually heard a shot impact sound!

Chris_McElligottPark

Aug 30, 2019 7:30 pm

administrator   ~0052699

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.

RocketAssistedPuffin

Aug 30, 2019 8:11 pm

reporter   ~0052703

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.

Chris_McElligottPark

Aug 30, 2019 9:00 pm

administrator   ~0052704

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.

RocketAssistedPuffin

Sep 3, 2019 5:33 pm

reporter   ~0052787

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.

Chris_McElligottPark

Dec 7, 2021 12:42 am

administrator   ~0063425

Fixed long ago, to my knowledge.

Issue History

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