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Showing results for tags 'volume'.
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he Sound overhaul that came with Tanks DLC and 1.82 audibly backfired. Two main problem manifested. 1.The engine pitch and RPM barly change when driving. Most vehicle seem to shift an endless set of gears at low rpm instead of shifting at a high rpm. This is particularly noticable uphill, when one would exspect to shift in low gear with high rpm. What we see on the dials is not what can be heard, the two factors, audible and intrument feedback don't corelate. 2. Volume and audible distance for vehicles. Audible range is simply much to short, onyl a few hundred meters. After 500m all vehicles, and that includes Tank, run completly silent. From my personal experience I remeber that MBT at med to high rev speed can be heard from a kilometer away and even beyond over an hill quite easily. Another issue is that you hear the road noise befor you even get to hear the tracks, but that road noise is that of a car on gravel. Much later you can barly hear the engine. This should be reversed...you hear the engine first, followed by the track noise and then, if not completly overlayed, you can hear gravel sound from track contact. The game entered a very strange stage now, introducing such problems at the end of its development. A Solution must make it into the planned hotfix.
Hey all, I am currently preparing a mission which will feature a background music and ambient sounds. I would like to make sure that all the players hear it in case any of them had the music settings turned down to 0%. Is there any way to force audio volume settings on the players via a script or some addon so that I would be sure they can hear the music? Cheers, Adam