CaptainAzimuth 714 Posted May 11, 2017 27 minutes ago, joostsidy said: Maybe they can replace the moans with non-stop swearing as long as you're wounded. Both realistic and adds variety ;-) I'm looking forward to nonstop swearing in British English, American English, Greek, Farsi, French and Chinese. Thats... that would be amusing actually. XD Share this post Link to post Share on other sites
Cenwulf 40 Posted May 12, 2017 12 hours ago, joostsidy said: Maybe they can replace the moans with non-stop swearing as long as you're wounded. Both realistic and adds variety ;-) I'm looking forward to nonstop swearing in British English, American English, Greek, Farsi, French and Chinese. *injured AI walking by* FFUUUUUUUUUUUUUUUUUUUUUUuuuuuuuuuuuuu... 3 Share this post Link to post Share on other sites
maquez 141 Posted May 12, 2017 best BI could do, make this moaning stop once you used a first aid kit... for now it's terrible annoying and sounds really stupid... it drives me really away from playing any longer this game it is so annoying that I started to throw grenades near my feet's ground, so at least I can die and this bothering porn moaning stop's I am not brain dead, I do not need any disturbing boring acoustic aids to remind me that I am wounded. 2 Share this post Link to post Share on other sites
EO 11277 Posted May 16, 2017 Quote Added: Environment sounds update to Altis and Stratis Share this post Link to post Share on other sites
froggyluv 2136 Posted June 1, 2017 1st off want to thanks the Audio team -OFP has never sounded better! Ive noticed that sounds seem very quiet when in 3rd person either speaking or in a vehicle sounding very quiet UNLESS you turn your view to the sides which then seem to capture the noise. I get the idea but it seems a little heavy handed to the point were Ill hear a soldier speaking loudly to my right but if i turn my head mid sentence the sound is totally gone. Im on Stable btw. 1 Share this post Link to post Share on other sites
tpw 2315 Posted June 3, 2017 I notice that the landscape wind noise is now very prominent, regardless of wind strength. setwindstr 0 will still results in almost overpowering wind noises depending on the map. Is this something being worked on further? 3 Share this post Link to post Share on other sites
Zakuaz 195 Posted June 6, 2017 Yeah that chronic wind is loud, maps like N'Djenahoud that sit up at around 600 elevation are very noisy to try and do stuff on. Share this post Link to post Share on other sites
tpM 478 Posted June 6, 2017 Also it kicks in when editing loadout. Very annyoing. Share this post Link to post Share on other sites
Von Quest 1163 Posted June 7, 2017 Wind is VERY annoying. Way too loud. Trees seem to produce wind noise even when wind is set to 0. I'd like to see this looked into as well. Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted June 7, 2017 23 hours ago, Zakuaz said: Yeah that chronic wind is loud, maps like N'Djenahoud that sit up at around 600 elevation are very noisy to try and do stuff on. How could a map like this get past me? Just wow, that terrain is really nice. Agree on the wind part, it's as if you're doing a halo drop. Cheers Share this post Link to post Share on other sites
BraveWooky 23 Posted June 8, 2017 Hello guys, We are looking into your reports on the loud ambient wind. I have reached out to some of you personally to get some more info and it is currently under investigation. Thank you for bringing it to our attention. BW 5 Share this post Link to post Share on other sites
tpw 2315 Posted June 8, 2017 Thanks BW, we appreciate the response! Share this post Link to post Share on other sites
BraveWooky 23 Posted June 9, 2017 (edited) Some tweaks were committed and several cases should have been improved upon. We are continuously tweaking the environmental sound design further but for now, the intensity of wind layers at higher altitudes should be reduced. The changes will be mentioned in the changelog soon and should be in the next available DevBranch update. Please do not hesitate to PM me should any of you have any questions or further feedback. Edited June 9, 2017 by BraveWooky 3 Share this post Link to post Share on other sites
danil-ch 165 Posted June 9, 2017 Some objects still don't cast any sound during the rain (Stratis, Altis). Tanoa vs Stratis Not all trees are cast sound during the rain. 2 Share this post Link to post Share on other sites
h - 169 Posted June 10, 2017 Not sure which department this would belong to, but at least building u_shed_ind_f.p3d on Malden uses 'being inside a building' sounds even though it has basically no walls at all. You can find one at for example [6102.07,8956.14,0.246658], in Larche. Share this post Link to post Share on other sites
tpw 2315 Posted June 10, 2017 On 6/1/2017 at 10:29 PM, froggyluv said: 1st off want to thanks the Audio team -OFP has never sounded better! Ive noticed that sounds seem very quiet when in 3rd person either speaking or in a vehicle sounding very quiet UNLESS you turn your view to the sides which then seem to capture the noise. I get the idea but it seems a little heavy handed to the point were Ill hear a soldier speaking loudly to my right but if i turn my head mid sentence the sound is totally gone. Im on Stable btw. I've noticed the same thing in 1st person with build 142002, it seems the positional audio is broken. Any sounds directly in front or behind the player are almost completely silent. When walking, you can't hear your own footsteps unless you turn your head left or right. EDIT: In fact the 3d audio is not working at all. Put headphones on and then in game stand next to a tree with a cicada in it. Spin 360 degrees and notice that at no stage is the cicada in your left or right ear. EDIT: I am a @#$%ing idiot, it was my headphone amp playing up. 1 Share this post Link to post Share on other sites
Vasily.B 529 Posted June 10, 2017 What about first person sound in vehicles - weapon sounds? Those are not muffled anymore, sounds exacly cristal as outside vehicle, same loudness etc, while engine sound work as intended (are muffled in 1p camera) Share this post Link to post Share on other sites
R0adki11 3949 Posted June 10, 2017 2 minutes ago, Vasily.B said: What about first person sound in vehicles - weapon sounds? Those are not muffled anymore, sounds exacly cristal as outside vehicle, same loudness etc, while engine sound work as intended (are muffled in 1p camera) Sorry what do you mean, that doesn't make much sense. Share this post Link to post Share on other sites
Vasily.B 529 Posted June 10, 2017 I mean if you sit in the tank and using cannon or coaxial (while you have helmet on) machinegun should not sound the same as outside vehicle. Engine sounds diferent inside and outside vehicle. It turned into like this after 1.62. Share this post Link to post Share on other sites
froggyluv 2136 Posted June 10, 2017 3 hours ago, tpw said: EDIT: I am a @#$%ing idiot, it was my headphone amp playing up. Hehe, pretty sure thats same thing that happened to me. Share this post Link to post Share on other sites
xxgetbuck123 945 Posted June 11, 2017 15 hours ago, Vasily.B said: I mean if you sit in the tank and using cannon or coaxial (while you have helmet on) machinegun should not sound the same as outside vehicle. Engine sounds diferent inside and outside vehicle. It turned into like this after 1.62. Yea I've always wondered that as well. The interior tank weapon sounds are the same as the exterior. So that fuckin high pitch 7.62 coax most of them have destroys you ears when it should be a muffled thud due to the sound getting blocked, same with the .50s. They have interior engine sounds, so I'm not 100% sure why interior sounds haven't been implemented for vehicles. 3 Share this post Link to post Share on other sites
Vasily.B 529 Posted June 11, 2017 12 hours ago, xxgetbuck123 said: Yea I've always wondered that as well. The interior tank weapon sounds are the same as the exterior. So that fuckin high pitch 7.62 coax most of them have destroys you ears when it should be a muffled thud due to the sound getting blocked, same with the .50s. They have interior engine sounds, so I'm not 100% sure why interior sounds haven't been implemented for vehicles. Thats the problem - they were applied before 1.60 or 1.62, but for some reason they arent now. Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted June 11, 2017 3 hours ago, Vasily.B said: Thats the problem - they were applied before 1.60 or 1.62, but for some reason they arent now. Same here. If you're flying the blackfoot in first person the engine sounds like expected, then the gunner fires the cannon and you're jumping out of the seat because it's so incredibly loud. On top of that when using 5.1 speaker setup the center channel is way too quiet most of the time, firing a rifle in first person has the left and right speakers do all the work, while the center speaker, where the gunfire should actually come from since the rifle is in front of you, is almost dead silent. If you switch to third person and fire it sounds just fine. Has been reported a few times already, guess it's probably more than a simple tweak then. Cheers 1 Share this post Link to post Share on other sites
danil-ch 165 Posted June 18, 2017 Quote Tweaked: Reduced intensity for the Flora / Fauna / Wind layers in environmental sounds Wind is too quiet now, i can barely hear it, even when wind is set to 1. 2 Share this post Link to post Share on other sites
teabagginpeople 398 Posted June 19, 2017 On 6/18/2017 at 5:31 AM, danil-ch said: Wind is too quiet now, i can barely hear it, even when wind is set to 1. confirm on rc branch 1.72. wind is now so non existent you unnaturally hear creeks of the trees as if it is windy but no wind. 1 Share this post Link to post Share on other sites