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Audio Is Offensive


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#41 StraferX

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Posted 03 April 2015 - 01:30 PM

I am sort of torn about sounds, yes the ones we have are not good at all. Ambient flora/fauna sounds I think are fine not being there, I am inside of a giant stompy rusted bucket of killing steel and iron. I do think that we need better and more sounds from inside the mech like the engine throttling up or down, arm movement, shells ejecting and new ones piviting into place.

I would like to see the 15 monitors inside of our mechs actually do something like rear view, weapon cycle time, coolant levels etc.

As for sounds of crashing into buildings and each other is virtually impossible until the maps are cleaned up. With the sloppy maps we have we would be generating crashing sounds 40 meters away from given object.

#42 CocoaJin

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Posted 03 April 2015 - 02:41 PM

Agreed, I'm not expecting to hear frogs from the cockpit...then again, it's not totally in-fathomable that the mech would have mixes picking up ambient sounds to feed into the cockpit

#43 Coolant

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Posted 03 April 2015 - 02:59 PM

no thoughts except to ignore your negative posts going forward....

#44 Xetelian

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Posted 03 April 2015 - 03:03 PM

I buy another announcer

#45 Burktross

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Posted 03 April 2015 - 03:45 PM

View PostAlistair Winter, on 03 April 2015 - 06:33 AM, said:

Now, I have a tendency to be overtly negative sometimes, but I feel like I'm on safe ground here. The lack of ambient sound is undeniable, so let's talk about weapon sounds. This is the way I measure it:
How many sounds do you actually feel uncomfortable listening to, when you hear them over and over again?

What's really impressive about a game like Borderlands is that there's probably dozens of different sound effects for the thousands of guns that exist in the game, and none of them are annoying. Some of them are great, some of them are plain, some are just uninspired. But playing that game, I never really thought "Ugh.. That's an annoying sound".

MWO has several offenders like that. When you listen to the PPC sound from Closed Beta, yeah, it's pretty uninspired and a generic sci-fi shooter sound effect. But it's not irritating either. That's what really gets me about some of the new sound effects. They're irritating. I would be fine if they were generic and uninspired.

I'm not irritated by any noises in game.

View PostCoolant, on 03 April 2015 - 02:59 PM, said:

no thoughts except to ignore your negative posts going forward....

If no one ever points out the negative, how can things become positive?

#46 Soy

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Posted 03 April 2015 - 04:03 PM

I've done production for over ten years now as a hobby. A lot of it dabbling with or incorporating ambient and foley work in general.

Having said that, I don't think there's any problem with the sounds in MWO.

In fact there's a lot of subtle undertones to the ambience of cockpits, movement, etc. One of the laser sounds I believe has, as a layer of its sound basically what is metal scraping, obviously very distorted tho. If you really do take a listen to them isolated most of the sounds are fine.

Except one.

That mouselook hover "meepmeepmeepmeepmeep" in mechlab. Can we kill that plox, thanx.

Edited by Soy, 03 April 2015 - 04:04 PM.


#47 Shatara

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Posted 03 April 2015 - 04:25 PM

I don't mind the sounds themselves, so much as the awkward way they're implemented at times. Big guns have reload/recharge sounds, but they don't actually line up with the weapons' actual recycles. Betty takes longer to say "FUEL AT TWENTY-FIVE PERCENT" than it it takes to go through 25% of your jump fuel. Impact and ammo explosion sounds need to improved, as do collision sounds. Betty tells you when your arties are ready, but not when you can't use them.

#48 Impyrium

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Posted 03 April 2015 - 04:46 PM

There are ambient sounds, but they're of a horrible quality. Just off the top of my head, the waves on Crimson, the distant thumps of weapon fire on River City Night, and I'm pretty sure there's a gentle wind rustling sound on Canyon. But they're really not implemented well. The wind, for example, are short 'bursts' of sound that completely cut out to silence in between, which is weirdly jarring and unnatural.

It might not be super realistic, but I think being able to hear the muffled sounds of the wind in the background on maps would seriously help a lot when it comes to immersion. Realism is great and all but it usually needs to take a back seat when it comes to immersion and quality.

Weapon sounds are probably more 'meh' at the moment though.

View PostLordred, on 03 April 2015 - 07:21 AM, said:

Presenting, old Laser noises, Missile noises, PPC noises, and AC Noises.


They were much better then what we have now.




The one thing that continually strikes me about those older videos is how the colour is so much more richer than what we have now. Sure, that's still an annoyingly green map, but the blue of the water really stands out, and there's better contrast between the 'Mechs and the terrain. Just a lot less flat.

#49 Repasy Cooper

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Posted 03 April 2015 - 04:51 PM

View Postmekabuser, on 03 April 2015 - 05:55 AM, said:

What is going on with the audio in this game? Lets set aside the fact that your mech makes absolutely NO sounds when it comes into contact with another mech or the environment, something thats a joke on a map like bog, which is equal opportunity affront to both my sense of sight and sound.

lets put aside the fact that the most important audio cues in game are missing, what have the devs done to improve audio quantity and quality since . well since day one?

yeah they added betty n sundry weapon sounds of varying quality but the overall nature of the sound in this game remains unchanged at best, diminished over time I suspect.

by unchanged i mean it is minimally viable.Stompy? muddled footfalls more like it. unchanging, without depth.

or how bout the very silly nonsensical sounds the mechs themselves make, like bad techno, more than likely implemented to mask how terrible the base audio is.

so is there even ONE audio engineer on staff? or someone who does who knows what and more nonsense via warhorns.

to put it into perspective, the audio in this game is as bad as my grammar n punctuation in this post.

thoughts?


I'm glad you pointed out the warhorns. At this rate it's only a matter of time before MWO becomes this:



#50 tredmeister

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Posted 03 April 2015 - 05:10 PM

View PostSoy, on 03 April 2015 - 04:03 PM, said:

most of the sounds are fine... Except one.

That mouselook hover "meepmeepmeepmeepmeep" in mechlab. Can we kill that plox, thanx.

You can disable that in settings/audio by unchecking the "frontend sounds" box.
That's the very first thing I did when they introduced that feature!

Edited by tredmeister, 03 April 2015 - 05:10 PM.


#51 Shredhead

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Posted 03 April 2015 - 05:10 PM

View PostSoy, on 03 April 2015 - 04:03 PM, said:

I've done production for over ten years now as a hobby. A lot of it dabbling with or incorporating ambient and foley work in general. Having said that, I don't think there's any problem with the sounds in MWO. In fact there's a lot of subtle undertones to the ambience of cockpits, movement, etc. One of the laser sounds I believe has, as a layer of its sound basically what is metal scraping, obviously very distorted tho. If you really do take a listen to them isolated most of the sounds are fine. Except one. That mouselook hover "meepmeepmeepmeepmeep" in mechlab. Can we kill that plox, thanx.

You can turn those off - Settings - Audio - Frontend Sounds checkbox.

#52 tredmeister

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Posted 03 April 2015 - 05:11 PM

There's a echo in here, in here, in here, in here...

#53 patataman

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Posted 03 April 2015 - 05:33 PM

You can hear the wind... in canyon network at least, i'm not sure about other maps. Raise your speakers volume during the prematch countdown and you will hear it. I don't notice it the rest of the match, but i guess that's because i'm not paying attention. They should make it more audible.

I agree with the OP, the sounds could improve a lot, but i'd say that weapon sounds are ok. I miss the branches cracking when walking near trees, or a diferent sound when walking in water/mud. If a leg brokes after a jump a twisting metal sound would be better than the current explosion sound...

Anyway, i think this should be a low priority, but yep, it breaks inmersion.

#54 Virgil Greyson

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Posted 03 April 2015 - 05:34 PM

Yep the audio is pretty pants.

#55 Mad Strike

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Posted 03 April 2015 - 05:51 PM

View Postmekabuser, on 03 April 2015 - 05:55 AM, said:

What is going on with the audio in this game? Lets set aside the fact that your mech makes absolutely NO sounds when it comes into contact with another mech or the environment, something thats a joke on a map like bog, which is equal opportunity affront to both my sense of sight and sound.

lets put aside the fact that the most important audio cues in game are missing, what have the devs done to improve audio quantity and quality since . well since day one?

yeah they added betty n sundry weapon sounds of varying quality but the overall nature of the sound in this game remains unchanged at best, diminished over time I suspect.

by unchanged i mean it is minimally viable.Stompy? muddled footfalls more like it. unchanging, without depth.

or how bout the very silly nonsensical sounds the mechs themselves make, like bad techno, more than likely implemented to mask how terrible the base audio is.

so is there even ONE audio engineer on staff? or someone who does who knows what and more nonsense via warhorns.

to put it into perspective, the audio in this game is as bad as my grammar n punctuation in this post.

thoughts?

Call comstar , they'll fix your simulator in no time.

Edited by strikebrch, 04 April 2015 - 01:28 PM.


#56 CMDR Sunset Shimmer

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Posted 03 April 2015 - 06:09 PM

View PostThat Dawg, on 03 April 2015 - 11:20 AM, said:

Leave the sound PLEASE

God only knows what a kick in the balls "fixing" the sound would do to my frame rates


Get a better PC.

No seriously, even I could save up for a GTX 970 card [300ish] and a new decent CPU [150ish] and worst case scenario, a new MB [100ish] that's 550ish-600 USD for basically an entire new, decent quality rig... and I live on what's considered the poverty line in the US, and have 60k in student debt hanging over me.

So seriously, it's not that hard to build a decent rig that can run this game fine. I'm so tired of the game constantly getting downgraded because people don't want to upgrade their 10 year old hardware!

#57 Quxudica

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Posted 03 April 2015 - 06:15 PM

View PostFlash Frame, on 03 April 2015 - 07:03 AM, said:


Oh you know... actively make the audio worse over time because reasons?

Seriously, the sound was AMAZING back in Closed Beta...


People say this about graphics as well. I played most of Closed Beta and to be honest it wasn't that great back then either.

#58 Virgil Greyson

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Posted 03 April 2015 - 06:57 PM

View PostRepasy, on 03 April 2015 - 04:51 PM, said:


I'm glad you pointed out the warhorns. At this rate it's only a matter of time before MWO becomes this:




...I'd buy that warhorn.

#59 CMDR Sunset Shimmer

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Posted 04 April 2015 - 06:19 AM

View PostQuxudica, on 03 April 2015 - 06:15 PM, said:


People say this about graphics as well. I played most of Closed Beta and to be honest it wasn't that great back then either.


The older graphics looked slicker. Many of the textures seemed to be of better quality, some of the effects just felt better.

MAYBE, it's just that I've been used to these graphics and it doesn't feel as new as it did, but the old damage models looked much better, that much is indisputeable.

#60 Johny Rocket

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Posted 04 April 2015 - 07:05 AM

I agree about the lack of sound when you hit things, it should make some noise when you grind a wall or rock.

Other than that, you wouldn't hear crickets and birds chirping when you are trucking along in a 20-100 ton machine. When I'm doing 55mph in my Bronco all I hear is wind, the mechanicals of the truck and tire hum, not birds chirping and it only weighs 2.5 tons.

I love the sound of IS lrms and the lasers all sound pretty accurate for what they would considering you are trucking along inside a 20-100 ton machine.





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