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Weapon Sounds Clipping


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#1 Phaesphoros

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Posted 04 July 2013 - 01:35 PM

Yes, there are already quite a few threads about the new sound effects. But this is more of a bug report.

When firing multiple weapons (group fire), their sounds add up ("interfere constructively"). At least with the PPC this comes to a point using 3 PPCs where their combined sound is clipping:

Posted Image

This is a digital recording of an AWS-8Q on testing grounds firing 3 PPCs. Note I've reduced the in-game "effects" sound category volume, this might be the reason why the clipping appears at 0.75 max (other applications can reach 1.0).

Due to upsampling (to 192 kHz) before A/D and filters, this won't probably damage the speakers, but it is nasty and doesn't sound good (objectively).

Edit: Ummm might this be the reason for this known issue?
Edit2: The workaround is of course to lower the volume of the sfx when firing multiple weapons of the same type, or to lower the sfx' volume such that 6 of them added up don't clip (3-4 for AC/20, AC/10, UAC/5 and Gauss).
Edit3: It gets worse with more PPCs, though not as bad as I thought.

Edited by Phaesphoros, 04 July 2013 - 09:09 PM.


#2 armyof1

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Posted 04 July 2013 - 04:26 PM

Yes there are quite obvious cases of clipping due to overly loud sound effects when several weapons are being fired and the sounds overlap, resulting in a quite harsh sound. They really need to remaster the sounds and pull down the volume by quite a bit.

Edited by armyof1, 04 July 2013 - 04:26 PM.


#3 Arcturious

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Posted 04 July 2013 - 08:38 PM

I think there is possibly a related issue as well, where if a circumstance occurs that could create this clipping, no other sounds can generate.

Either that or they reduced the number of sound channels available. I've noticed a few times now during heavy firefights with multiple mechs engaged that sometimes I'll fire, and no sounds are generated.

Either we've saturated the available channels, or they were lost when other sounds were clipping perhaps.

#4 Abel

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Posted 05 July 2013 - 01:05 AM

Agree. I use headphones with a high quality sound card known to have good dynamic range and since the new patch I have had to play at a much lower volume as multiple PPC's being fired and rockets impacting a chassis practically blow my headphones off my head with the relative loudness compared to other sounds such as the engine, footsteps and voice.

#5 FREDtheDEAD

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Posted 05 July 2013 - 01:44 AM

Get enough mechs walking near you and it starts to clip sometimes, I've also noticed drop-outs when a lot is happening.

Sound clipping is an old problem, BTW. *sigh*
edit - I'm using an Asus Xonar Essence sound card with headphones

Edited by Xajorkith, 05 July 2013 - 01:48 AM.


#6 armyof1

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Posted 05 July 2013 - 02:06 AM

View PostArcturious, on 04 July 2013 - 08:38 PM, said:

I think there is possibly a related issue as well, where if a circumstance occurs that could create this clipping, no other sounds can generate.

Either that or they reduced the number of sound channels available. I've noticed a few times now during heavy firefights with multiple mechs engaged that sometimes I'll fire, and no sounds are generated.

Either we've saturated the available channels, or they were lost when other sounds were clipping perhaps.


Yeah I've noticed this too, sometimes I fire weapons without any sound and also I get hit without a single sound which is even worse, since I can miss that I'm being damaged when I'm too focused on another target.

#7 FREDtheDEAD

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Posted 05 July 2013 - 02:40 AM

View Postarmyof1, on 05 July 2013 - 02:06 AM, said:


Yeah I've noticed this too, sometimes I fire weapons without any sound and also I get hit without a single sound which is even worse, since I can miss that I'm being damaged when I'm too focused on another target.

The lack of sound or shake or both when being hit is likely a different problem. Hits that are subsequently added by the server via HSR (hits that don't look like hits to the victim but do to the attacker due to internet lag between players) don't trigger hit feedback properly or at all.

#8 SmokinDave73

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Posted 05 July 2013 - 03:29 AM

I like the new sound effects, but yes there is obvious sound cipping that needs to be addressed.

#9 armyof1

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Posted 05 July 2013 - 04:21 PM

View PostXajorkith, on 05 July 2013 - 02:40 AM, said:

The lack of sound or shake or both when being hit is likely a different problem. Hits that are subsequently added by the server via HSR (hits that don't look like hits to the victim but do to the attacker due to internet lag between players) don't trigger hit feedback properly or at all.


Lasers don't shake the cockpit at all, so when I get hit with any laser and no sound, then it's a lot easier to miss that someone is firing at me.

#10 CarpetShark

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Posted 05 July 2013 - 11:55 PM

Multiple autocannons being fired does this too, quite badly.

#11 B0oN

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Posted 10 July 2013 - 06:03 PM

Less brickwall limiting and Loudness please ^^





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