#Sound, SFX, ETC

1 messages · Page 1 of 1 (latest)

candid fractal
#

In my opinion, the sound in this game feels extremely watered down. Shooting a gun doesn't have that auditory kick, the visuals are all there, but the sound cues just aren't. Vehicles (especially helicopters), are also just not there, and leaves a lot to be desired in terms of volume of blades, turrets, etc. Footsteps are also extremely quiet, I'm not saying I want loud footsteps like MW2019, however, bumping up the volume a bit would be nice. Lastly, directional sound is seemingly nonexistent, with volume simply fading over distance, rather than having right, left, foward, back, etc.
TLDR; Gunshots aren't sharp and feel blunt, vehicles and footsteps are overly quiet, and directional audio needs work

#

*correction: being shot at feels watered down, not shooting, sorry

fathom oracle
#

True
Some harshness would go a nice way
Who's in charge of sound and foley again?

main wren
#

Heard on Klean stream that they want to go to a real shooting range and record audio for the game. If its planned idk

fathom oracle
#

Gun sounds from real life do not sound nearly as good recorded over mix

#

sorry, mics

#

Compared to artificial gun sfx

astral sentinel
#

Most of the gun sounds you're hearing in-game were made anywhere from 2-4 years ago. You can probably hear the inconsistencies as well. 99% of stuff other than that were unmolested

#

Looking back, almost all of them definitely had way too much bass and low-mid content. I had a tendency to scoop or low-pass way too much

As much as I would love to blame my old audio setup (a half-functioning Bose QC15), I think my inexperience was more of the reason as to why they don't sound that great, at least by this second's standards

astral sentinel
# fathom oracle Compared to artificial gun sfx

Can confirm. Pure mic'd gun shot either sounds horribly distorted (due to improper gain staging... or any at all), or is like a pop with extremely short transient and not a lot of tail, think Unturned gun sounds from many years ago. Nelson just took raw recorded sound files and used them verbatim, for example. Didn't sound too great

fathom oracle
# astral sentinel Can confirm. Pure mic'd gun shot either sounds horribly distorted (due to improp...

There's also something to synthetic effects that frees you up
I mean look at this:
https://youtu.be/uz0UkvGU2qE

its an extreme example but...

In any case, I'm trying to find my favorite gunfire SFX but for a decent starting point, here:
https://youtu.be/tgXWJEZzFHE?t=24

sound effect of the awesome pulse rifle from the film aliens.subscribe!
https://soundcloud.com/gokudubs

▶ Play video

Cool Forgotten Weapons Merch! http://shop.bbtv.com/collections/forgotten-weapons

We're still working on an extended write-up on the DShK heavy machine gun, but thanks to our friend Leszek in Poland, we have some nice HD video of one firing.

The Russian counterpart to to Browning M2, the DShK uses the same flapper-locking system as the DP and R...

▶ Play video
astral sentinel
#

I did add a good amount of sweeteners into the sounds as well

#

Just that I had to work with what I had, didn't want to risk potential copyright infringement and stuff

fathom oracle
#

Fair enough

fathom oracle
#

i love copyright law i love antique policy abuse i love long outdated legislation

astral sentinel
#

Such is life

#

I would love to help out again w/ the exp. and knowledge that I gained the past 2 years, but it will require a twist of fate for Oki to get me to go fix what I had made

shrewd harness
#

Never hurts to ask. I know Larry mentioned on stream they were looking into getting a sound designer in some capacity now that ea went well

astral sentinel
#

I did ask about a year ago or so. Oki wasn't too interested

shrewd harness
#

Shame. Still, they might be looking into a full studio or smthn to do the work more formally

#

Who knows

astral sentinel
#

Could be, team might have enough cash monies left over to do so

prime knot
narrow flower
#

smthn like this mayb idk

#

might need to work on the reverb and loudness for my sfx

astral sentinel
#

Directional reverb (or even just different IRs across the map) might just be too adverse for optimisation's sake. Unsure if Oki is open to doing that now

#

Loudness is fixable with a compressor of sort, maybe

narrow flower
#

i meant just the audio reverb in itself

astral sentinel
#

I could've mixed the tails louder, but there's nothing I can do at this point

narrow flower
#

i meant for my sfx lmao

astral sentinel
narrow flower
#

sry'

narrow flower
#

my friend was saying you can feel the difference in the calibers with the vibration in battlebit

astral sentinel
#

If that's true, at least I got a small part of what I envisioned down in that case

narrow flower
#

tbh i feel like if the guns were just a bit louder they would sound a lot better

#

how long have you done sfx for @astral sentinel

astral sentinel
#

I started around 2018, left late 2021 for personal reasons

narrow flower
#

mm

astral sentinel
#

For SFXs, I haven't done much ever since. Only as one-offs for a few clients here and there

#

I shifted to doing voiceover and music as my mainstays nowadays

narrow flower
#

i love making music

astral sentinel
#

I have a love-hate relationship with anything sound-related

#

Mixing is not easy

shrewd harness
narrow flower
#

mm

narrow flower
#

made an MK20 sound, needs some edits prolly, idk if i made it sound too heavy for what it is

astral sentinel
#

Sounds a tad hollow, but not too shabby

narrow flower
narrow flower
narrow flower
#

made an experimental M4A1 sound, would definitely try something different if i were to try to make this again, i feel as if it has a bit too much weight if that makes sense idk

#

maybe this sound would be more fitting for a different gun

#

like an LMG

narrow flower
nocturne berry
#

Last update. The new gunshot sounds are terrible. It was so much better before.
It becomes especially frustrating to play on large 128vs128 maps

short rampart
#

I actually can't hear any gunshots near me or tell where stuff is coming from currently because it seems that sounds play from literally across the map

#

So hopefully that's fixed

#

Updated opinion on the sound

#

much better now

#

still a bit muffly, but not like atrocious like it was a sec ago

opal ravine
#

I have to disagree...While technically the clarity is better, gunfire is incredibly loud now. I feel like I no longer have access to footstep que or really anything but deafening gunfire. Im getting a headache from it and I have the master volume at 3

short rampart
#

It's kind of neat that in really large battles you simply can't hear shit, makes suppressors a lot more valuable.

#

I'll need to see how it pans out in 64's and 32's to really know if this change was mostly positive though

#

so far though, I'm liking it

opal ravine
#

Ok i can see your point from a realism perspective...I just didn't know if it was intentional or not

dull cloak
short rampart
#

I think the gun sounds are a bit too loud at the moment

#

like @dull cloak said, a person 30 meters away sounds like he's right next to you atm.

#

Yea no, that's ABSOLUTELY the issue atm

#

everything plays at full volume like within 30 meters. Can't get an idea of how far away someone necessarily is. Little strange. I see why Zilla said it's too loud

shrewd harness
#

sound is giving me a headache

restive charm
#

did they remove sound muffling at range

short rampart
restive charm
#

you can't hear anything because the gun sounds are full volume and walls are ignored

dusk falcon
#

examples like those experimental sounds sound great. I hope that someday they can be worked into the game while maintaining its stability for lower end PCs

short rampart
#

The sounds aren't bad now

zenith turret
#

This is feedback about VOIP. There seems to be quite a long delay between when I communicate in local or team chat and the other person receiving it. In moments when you are trying to communicate more urgent information, this delay is rather annoying.

short rampart
#

This is true

rustic reef
#

This is probably the biggest complaint I have about the non-gameplay aspects of the game. The firing sounds are incredibly lacking; guns sound very artificial/synthetic is the best way I could describe it. Example: The MP-443 barely sounds like a gun firing. It's incredibly quiet and mellow, really lacking punch.

versed totem
#

Any update on that sound overhaul devs mentioned after releasing hte BBR?
the only ones that sound decent are m4, SVD, mp5 and perhaps the scar
rest are either really meh or just straight up questionable like EBR and pistols

rustic reef
#

I don't think the EBR is questionable it's just downright bad

#

MP5 is probably the best sounding weapon in the game but even then it could be improved

versed totem
#

perhaps sound overhaul would be the most costly and time consuming out of all important reworks, but would improve the game drastically

rustic reef
#

Id definitely prefer it over something like an animation overhaul at the moment

versed totem
#

animations are fine, can look wonky at times, but its mostly due to IK weapon system like insurgency, so the idle pose can look funky, but in terms of reload anims these are good, firing animations (ig they are procedural) could use a tiiiiiny bit of toning down, especially on AK15, its wobbly af, but yea, sound is the most lacking thing rn

tiny sorrel
#

Ally footsteps are too quiet, game seems kinda lifeless even when surrounded by teammates

fathom oracle
#

why, does a BIRD make better gunfire sounds than this game?

idle summit
#

With the new update causing some negative feedback (muffled sound mostly). It would be nice if the muffled sound was ONLY caused by LMGs (supression fire), then Supports could get supression bonus points.

indigo plover
#

I don't hate the audio changes - But I do feel that duration should be dependent on proximity for intensity (not sure if that's how it is currently, just doesnt seem that way currently) seems like its more if its in your direction and within a certain range its either fully applied or your not in the detection range of it. there should be a bit of tapering off there I feel.
Then when downed I just seems a bit excessive so maybe a little less intensity at that point.

The biggest issue I have with it is that now when you aren't directly in gun fire, the game seems to be insanely quiet. I feel like there should still be some audio hear though out the map even if its just some reverb from higher caliber/non-suppressed weapons.

But that's just my thoughts as of the current implementation. I like the idea just could use a few tweaks.

Edit: Didnt noticed the comms (VC) was effected as well, seems as though a blanket audio wrap was placed across the board which really kills the sounds that were already in the game, including building destruction. I was stood beside a building that was coming down last night and other than actually seeing it happen I would have had no idea, as there was no audio for it what so ever. While I do not hate the audio changes it just seems a bit off being in what feels and plays more like an arcade shooter. I like the option(once its more finely tuned) but I feel like it could be placed in the settings menu much like the film grain was treated. make it a optional turn on for those who like it. with the legacy audio as an additional or the default option

low parcel
#

Hello,
when i watched the yt video for this coming audio update 17 Dec, i thought the muffled effect is quite fitting, but if you run in the middle and ur in fights 95% of the time, your audio basically just stays muffled :/

ivory steppe
#

Started playing today with the new update. I like the specialized squad system, but the new audio is a step backwards. The sound getting all muffled every time shots fire nearby is annoying and unhelpful.

Please at least allow a setting for "legacy audio" or something so that we can switch to what it used to be, even if the new system is the default.

Love everything else about this game 🙂

wintry coyote
#

Muffling is whatever. I could take it or leave it. Where my problem is when I get shot there's a loud static pop every time and it's making it unplayable. Each time someone gets the first shot on me there's a loud static pop and it hurts. That's my only but major issue.

sand pewter
#

the new sound design is just horrible...

simple tide
#

its beyond horrible. it ruins the community in the game. Every game i make 1-2 friends on the enemy team by talking either when they kill me or I kill them. The interactions i have are amazing and the best part of the game. Now I can't hear anyone and they can't hear me. This update needs fixed ASAP or else the player to player proximity chat system that made this game special is going to start to die. Please fix COMs to not be part of this terrible sound update so we can have fun in game voice back.

sand pewter
#

its also way harder to locate the enemys based on their footsteps now somehow. Now i hear steps everywhere but there is no one to be seen.

simple tide
#

i am in game. attempting to talk to everyone in my proximity both teammates and enemies. There is almost zero communication in gunfights and even when both me and the enemy are dead 5 feet from eachother we can't understand eachother. This update ruins the best part of this game. Which is the player to player interactions. I tried the best example of player vs player interactions and used suicide c4 and still could not hear the enemies. Please fix the voice chat aspect of the sound update at least so that the human interactions don't become extinct.

regal wraith
#

i would agree as well that is sound update feels like a step backwards.
the changes to guns, still don't have an option yet so far it's something that can get used to the changes.
Footsteps feel like they are like 5 feet away from me but are now where near me.

#

How to sound changes when you take damage, to me it sound like I'm underwater, just not a good change, just makes me feel discombobulated and is not a feeling i like in a fun game.
idk why but the crack of bullet when it goes past your head just hurts my ears. just seems like the devs have tried to move to mil sim sound effects for somethings and not for others, and for me it's not matching the style of gameplay that is this fun causal shooter.

#

suppressors i will say do give the oh shit factor when being shot at and not knowing where you are being shot from, from a gameplay view if you are putting on a suppressor it has the added effect you hope it would when shooting at people now.

versed mirage
#

I think the main issue is how loud the "whiz" sound is. It's much louder than the actual gunshot, and louder than the supersonic crack as well. I think if they dial back the laser-beam sound by like 80% it'll be great.

autumn nimbus
#

Please. I just want to be able to hear people around me when I'm down. Half the fun has been making friends with people I either killed or was just killed by. The VOIP banter was soooo much fun before this update.

#

Keep all the milsim pop-zip-fwuips you want. I just want the fun back. D:

misty aspen
#

The sound scape has completely collapsed from this update, the 50 cal when shooting it sounds like a toddler hitting a tupperware

young frost
#

Gun sounds are a joke rn... how about u put your sweat into making the classes more unique :/

high meteor
#

Like my spotting feedback, I think the new sound changes remove my agency from my awareness. I want to be the one that has to determine if someone firing near me is an ally or not, I want to be the one that has to look to see who's walking behind me.

The new system's volume changes remove so much of the background noise of Battlebit as to almost make it seem surreal.

Along with this the deafness from being shot at, while probably realistic, is incredibly offputting and unpleasant especially as it lingers for probably much longer than it should.

The new gun and bullet sounds are great though, keep those 👍

smoky lark
#

The sound was bad, now it's a fucking trash after last update. wOKIng to the FLOP.

young frost
#

player numbers are hitting rock bottom

crystal wigeon
#

I really like the direction this new audio patch is taking but there's a TON of issues with as of now.

all the effects, let's say on this instance, getting shot at will basically kills most of crucial frequencies for a considerable amount of time, too much fx and time into that, really dramatized.

there was a moment I was playing and all the shots near me sounded like high-end noise of how thin they were, even when they shooted at me and killed me, the filtering is really excessive

when you're downed it sounds okay, although the filtering of the high end could a bit less dramatic.

the bullets hitting surfaces near to you and them flying in the air is pretty good.

but even with the pros the cons outweigh them

radiant wharf
#

I said it already in the general feedback thread (iirc)
but new sound system is actually confusing.
I've spent like 5 mins rn holding a building with 2-3 guys and was constantly hearing footsteps as if the enemy would emerge right here, right now, despite the fact there was no enemies in like 50 m range at least.
it was already possible to tell if someone's coming at you, shooting (?) - dunno, if you're caught in a bad spot, you're dead anyway and finding a good position is a tiny but a skill, imo.
also friendly fire is very muffled rn, as if I'm hearing it from below water or very far away.

#

it's my humble opinion but I'd really love to see some more game modes improvements first (since there are Rush, Frontline/Domi/Invasion/etc that seem all very similar and CTF that I don't really like but it is what it is).

high meteor
#

Don't forget it's a separate team doing sound

radiant wharf
young frost
#

game is already loosing players :(

#

gg

high meteor
#

Saying "You should be working on other things" or "the player count is going down" isn't feedback on the Sound and SFX.

young frost
#

well player numbers is direct feedback, i guess

lyric grove
#

New gun sounds are a step backwards imo. Some guns now sound like storm trooper riflees

limber skiff
#

I feel like sound has regressed an incredible amount. It was very decent before.

snipers being A LOT louder is just odd because it's not what you expected to hear. I get confused because it makes me think the sniper is right next to me instead of like 200 meters.

foot steps were changed to sound louder if it's an enemy right? Again can cause confusion because it doesn't really make sense to what you see with your eyes. Example> I see my teammates walk around and remember the volume based on that visual. Then some loud stomping enemy is nearby, but based on previous sound cues it doesn't make sense.

I feel like the only new implementation that I find worth experimenting is sound prioritisation on who is shooting you.

thank you for your time

noble whale
#

New sound (from latest update) has some serious issues. I had no issues with sound before the update. My entire squad has been having sound issues on various headsets. Sounds are off, not spatial, not accurate, or are diminished/increased incorrectly. Some of the new sounds for gunfire and bullets sound like lasers.

autumn nimbus
#

I can appreciate making changes to the sound rendering overall before making changes to more granular things. Looking forward to when they hit the detailed stuff like: Gun shots, reloads, magazine/drum/box drops, casing clatters, steps, height landings, destruction, vehicles, and so on and so forth. I'm sure it will be awesome.

limber skiff
#

@vernal garnet hi do you know if developers are keeping track of this thread? This thread seems a little buried and I feel like sound feedback is very important right now for the survival of this game

vernal garnet
#

I have no idea, they do look in from time to time, on different threads

knotty totem
#

Jeez, please remove that heartbeat sound when you get knocked, it literally hurts my ears (or at least a setting to remove it).

low parcel
#

Ik some ppl will prolly disagree with me here but whatever... I think that the variable sound thing needs to go, being able to hear enemy footsteps and gunshots louder than your team mates sounds good in theory for me it interferes with my situational awareness. Im having to stop and analyse sounds like enemy sniper gunfire to think whether that is just a team mate that is close by or an enemy further away, bc they are the same volume! I think you could achieve the same effect by just varying the actual sound of enemy/team mate foot steps or gunshots to make them easily distinguishable between the two. Unless you sweat this game daily the sound variations take a while to get used to and I think may put off some new players bc its not normal compared to other fps. Maybe just tone down the volume differences maybe as a compromise idk 🤷‍♂️ Or give people the option to turn this feature off?

ocean tartan
#

ty bot my entire message was deleted

#

ok im not typing that all again

so basically audio is just really bad

cant tell the enemy's position (sounds the same from left, right, front, above, below, behind, far, close, all of everywhere) and i cannot identify if i should take action to compensate for a teammate's decision because i cant hear their stomping/gunshots

blah blah blah. game makes me sad because it restricts/limits the way we're "supposed" to take information even though it would (and should) be available anyway

went from :( to >:(( bc bot removed message for not even having that many caps

graphic likely isnt the best but it's there

steep onyx
#

Not sure if its me but Vehicles could use an audio boost. Not sure about the auditory distance for vehicles but I always seemed to have heard them just as they reached within 50m of my position. cars is understandable in some ways. but for boat? the last time I got snucked up on the the beach by a boat that landed close by and I didnt heard it till the last second

iron ibex
#

I think sound should be a focus this coming update those one linked from #1119332670741172344 message would really change up the feel of the game

trim ridge
#

I'm really looking forward to the 2.2.5 update and hoping it fixes a few things with the game.

I want to say that I love BattleBit - pretty much everything about it is awesome. But the sound effects are driving me nuts. It's not the actual sounds that are the issue, it's how they're used and mixed that bugs me. It feels like the audio's just too much sometimes and not consistent. Here's what I mean:

Too Much Processing: It's super confusing when a teammate shooting next to me sounds like they're far away, but an enemy shooting at me from far away sounds like they're right next to me. The game seems to be trying to tell me what's dangerous rather than where it actually is, and I often end up getting killed because I'm so disoriented.

Random Volumes: Why is it that the enemy LAV can sneak up almost silently? Also, the volume of footsteps is all over the place. Enemies sound louder, which is a good thing, but then one teammate will sneak past quietly and another will sound like they're stomping through.

What I'd Change: I'd keep the loud enemy footsteps - that works. But tone down the weird effects on everything else (weapons/vehicles). Keep it simple and natural. Let us hear where things are coming from more clearly. That way, I can figure out what's happening around me without getting mixed signals, and still get the heads up when there's an enemy running behind a wall.

white turtle
#

Im a big believer in Valve's game design theory, the reinforcement theory basically advocates that the game should have feedback on screen/audio to what is happening, if you shoot a wall then there should be a bullet decal and a bullet hitting concrete sound when you do that, while people might not be able to accurately point whats wrong with the game audio they generally are able to give pointers, the most obvious aesthetic flaw in tha game people immediately notice is gun sounds, but thats only a fraction of what better sound implies.

Better sound should also mean louder and more noticeable helicopter noise, footstep sounds for different ground materials, bullet impact sounds for different surfaces, wind, ear ringing when explosions happen nearby, sounds of bullets dropping on the ground when theyre ejected out of your gun, sounds of cloth rustling against the ground when moving while prone.

While not directly related to audio, VFX should also be accompanied by this, when bullets hit metal there should be sparks, "smoke/powder" when bullets hit concrete, dirt flying when bullets hit the ground, splinters of wood for doors and things made of wood, leaves flying when you shoot into a bush...etc