five_seven5-7 56 Posted June 16, 2016 - the lack of the sound of twigs breaking in jungle sections when passing through is almost impossible to not make noise Share this post Link to post Share on other sites
megagoth1702 252 Posted June 16, 2016 They should be quite a lot quieter on soft surfaces, brass hitting sand or grass should be barely audible, concrete and other hard surfaces are a different matter of course. Yeah, needs to be tweaked. I'll forward that. - the lack of the sound of twigs breaking in jungle sections when passing through is almost impossible to not make noise As far as I know BI plans to have a better collision detection for plants etc. for these cases. I'll forward this and get some answers. :) 5 Share this post Link to post Share on other sites
five_seven5-7 56 Posted June 16, 2016 As far as I know BI plans to have a better collision detection for plants etc. for these cases. I'll forward this and get some answers. :) Not only plants but also about the terrain: broken leaves/twigs, muddle puddles, etc Good source example Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted June 16, 2016 I actually noticed shooting in the jungle seems kinda bland (no tails really making it feel authentic). However i have noticed more noise from bushes as i run trough the jungle. Share this post Link to post Share on other sites
R3vo 2654 Posted June 17, 2016 Just wanted to tell you how awesome the Tanoa Soundtrack is, well done! Share this post Link to post Share on other sites
taumargin 13 Posted June 18, 2016 Whilst 'running' without any weapons at all, the timing of the character footstep movement sound effect becomes unnatural on all; or most surface types. Almost hunchback of notre dame in timing :P. Apologies if mentioned before or on your to do list and continue your great work. We could do with a nice 'splash' sound effect (for people like myself who have nothing better to do on a day off) for leaping off the Tanoa docks into the water. :D Share this post Link to post Share on other sites
megagoth1702 252 Posted June 18, 2016 @some questions: Assigning custom attenuation filters to vehicles will be available when soundSets are available for vehicles. This is currently in development so we have to wait. This means that for example if you have a recording of a distant vehicle you don't need a low pass filter applied on top of it. So you can will be able to define your own filter or no filter at all. Agressive dirt against car @ high speeds, rally style - maybe, depends on how much time they have. It's saturday yet Dusa was in the office doing Chinese voice over recordings. Some personal stuff: I asked Dusa to tone down the volume of rain sounds in a city, it sounds like someone is pouring buckets of water onto asphalt. What he told me is that it's al WIP and he has not even finished putting all the sounds into Tanoa. There will be new footsteps, some more wind sounds, branches moving etc. So stuff is not final at all. :) 7 Share this post Link to post Share on other sites
R3vo 2654 Posted June 18, 2016 @some questions: Assigning custom attenuation filters to vehicles will be available when soundSets are available for vehicles. This is currently in development so we have to wait. This means that for example if you have a recording of a distant vehicle you don't need a low pass filter applied on top of it. So you can will be able to define your own filter or no filter at all. Agressive dirt against car @ high speeds, rally style - maybe, depends on how much time they have. It's saturday yet Dusa was in the office doing Chinese voice over recordings. Some personal stuff: I asked Dusa to tone down the volume of rain sounds in a city, it sounds like someone is pouring buckets of water onto asphalt. What he told me is that it's al WIP and he has not even finished putting all the sounds into Tanoa. There will be new footsteps, some more wind sounds, branches moving etc. So stuff is not final at all. :) Thanks for the info, much apprechiated. Share this post Link to post Share on other sites
en3x 209 Posted June 18, 2016 @some questions: Assigning custom attenuation filters to vehicles will be available when soundSets are available for vehicles. This is currently in development so we have to wait. This means that for example if you have a recording of a distant vehicle you don't need a low pass filter applied on top of it. So you can will be able to define your own filter or no filter at all. Agressive dirt against car @ high speeds, rally style - maybe, depends on how much time they have. It's saturday yet Dusa was in the office doing Chinese voice over recordings. Some personal stuff: I asked Dusa to tone down the volume of rain sounds in a city, it sounds like someone is pouring buckets of water onto asphalt. What he told me is that it's al WIP and he has not even finished putting all the sounds into Tanoa. There will be new footsteps, some more wind sounds, branches moving etc. So stuff is not final at all. :) like a boss, working at saturday! Share this post Link to post Share on other sites
Roddis 27 Posted June 18, 2016 Please, with Tanoa release opportunity, have a look at sound of shots into buildings. IMHO it is always been to loud towards the other soundstage (Altis/Stratis). When i hear a shot from a building I always think its from the next house, where instead maybe the building is 50m away. Sure the echo make the sound bigger but i think a little too much way things are now. That said, awesome work with Tanoa guys. Share this post Link to post Share on other sites
joostsidy 685 Posted June 18, 2016 Just wanted to mention that the CAR-95 rifle has an excellent sound! I'm spending much time at the moment running, exploring the Island and shooting imaginary things with this rifle in particular. 1 Share this post Link to post Share on other sites
robaroo 13 Posted June 19, 2016 Please give the wooden bridges proper sound. Always dissapoints me driving over them in Tanoa and not hearing any difference at all. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted June 19, 2016 the CAR's and CMR are definitely the best sounding in the game right now. However, i heard a tank firing last night, i was roughly 150 meters away from it, and could hear a slight tail. Usually don't hear tails from vehicles, so i'm wondering if these tails, along with weapons tails, will get improved. On Tanoa, it's especially hard to heard any kind of tails for any weapon. I do think Tails need more love still. Share this post Link to post Share on other sites
Alex150201 894 Posted June 19, 2016 Tanoa is still not released remember that. Share this post Link to post Share on other sites
joostsidy 685 Posted June 19, 2016 the CAR's and CMR are definitely the best sounding in the game right now. However, i heard a tank firing last night, i was roughly 150 meters away from it, and could hear a slight tail. Usually don't hear tails from vehicles, so i'm wondering if these tails, along with weapons tails, will get improved. On Tanoa, it's especially hard to heard any kind of tails for any weapon. I do think Tails need more love still. I am under the impression that some / a lot of sounds are still entirely missing their tails. I assume WIP? Share this post Link to post Share on other sites
robaroo 13 Posted June 21, 2016 Why its a good idea to give that little extra feedback now :) Share this post Link to post Share on other sites
megagoth1702 252 Posted June 21, 2016 Added: Sound tweaking functions for transports & environment (https://feedback.bistudio.com/T117787)I annoyed Frenkee enough to program these fine functions for us sound guys. Documentation incoming ASAP guys, you'll LOVE it! :) 2 Share this post Link to post Share on other sites
inlesco 233 Posted June 21, 2016 Why its a good idea to give that little extra feedback now :) Agreed. Have you made a ticket? Share this post Link to post Share on other sites
Electricleash 133 Posted June 21, 2016 I would like to add for consideration, a change to the loudness of footsteps based on: Stance (Crouching is quieter) Speed (walk is quieter) Player/AI awareness mode (stealth mode is quieter). I'm finding when creeping through the jungle with AI team-mates in stealth mode, there is a disconnect between the whispering of orders, and how loud our movement sounds are particularly in first person. It comes through as a thud, thud, thud in the headphones, and seems decidedly un-stealthy. I'm aware that the new footstep sounds, mentioned above, may change this to some extent, but that would appear to be only for Tanoa, and I believe this would need to be a game-wide issue (Altis/Stratis also). E 8 Share this post Link to post Share on other sites
five_seven5-7 56 Posted June 21, 2016 Place myself and a AI running towards me and i hear more the footstep sounds than actually the plants collision sounds, the sound should be increased depending on the speed Share this post Link to post Share on other sites
ivan keska 45 Posted June 21, 2016 I feel the new guns like the AK's just sound really off, as oppose to that nice bang you should get from the 7.62x39 and 5.54x39. Also the CMR has this weird squeaker like sound when fired,most of it is good but like middle to end of the sound it almost sounds like it's squeaking. Though the gun sounds not being that great is kinda expected, even though if I recall most of BI works on VBS one of the more popular military sims. So it's not like you guys would struggle to get access to real guns that you can record. Jungle is good sounding, but sometimes it does feel a bit louder then it should be. Share this post Link to post Share on other sites
robaroo 13 Posted June 23, 2016 Agreed. Have you made a ticket? How? :( Share this post Link to post Share on other sites
2nd ranger 282 Posted June 23, 2016 I feel the new guns like the AK's just sound really off, as oppose to that nice bang you should get from the 7.62x39 and 5.54x39. Also the CMR has this weird squeaker like sound when fired,most of it is good but like middle to end of the sound it almost sounds like it's squeaking. Personally I like the sounds for the AKs, but yeah, the CMR is weird. The SPAR is too quiet and sounds more like an MP5 or something. It lacks the sharpness of something like the CAR-95, which I also think is pretty good. 1 Share this post Link to post Share on other sites
Vasily.B 529 Posted June 24, 2016 How? :( https://feedback.bistudio.com/ Right upper corner (after creating account) Share this post Link to post Share on other sites
joostsidy 685 Posted June 25, 2016 For the gun sounds in general, I have the feeling that BIS tries to create very unique sounds for each weapon, but sometimes gets into territory where the guns do not sound like guns, but sound a bit like electronic staplers or drums etc. Please remember BIS, less is more, make it sound like a gun first and maybe then tweak it a bit. 3 Share this post Link to post Share on other sites