#Better immersive sound

1 messages · Page 1 of 1 (latest)

copper void
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I’m here rewatching saving Private Ryan… and when I compare playing 3000+ hours of HLL the weapons in HLL don’t have much punch to their sound, there are no bullet ricochet sounds (except rockets hitting tanks), dirt and debris sounds or any echoes. Sound gives a game a lot of atmosphere.

The game needs more grit in sound and visuals.

gleaming sphinx
vivid egret
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Same thing I said

pine narwhal
native canopy
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This game needs some proper spatial audio as well

shell sierra
# native canopy This game needs some proper spatial audio as well

I agree too. As audiophile player, I rely heavily on directional cues to locate enemies. Unfortunately, the current soundstage feels both inaccurate and unresponsive.

  • ​The stereo mix is overly aggressive; the engine tends to hard-pan sounds to a single ear rather than simulating natural acoustic propagation. Without an HRTF algorithm or Dolby integration, spatial awareness remains sub-par.

  • Verticality is also non-existent without third-party tools like HeSuVi.

  • Furthermore, there is noticeable panner latency: the audio environment fails to track camera rotation in real-time, which is disorienting during fast-paced movements.

  • ​Another major flaw lies in the occlusion zones. These areas are so poorly defined that muffled 'indoor' filters often trigger incorrectly, making it impossible to discern if a target is inside or outside a building.

​I realize my expectations are high, especially given my setup (Quantum ES2 and HD 620S), and I understand the hurdles of optimizing UE4’s audio engine. However, when compared to well-executed sound design like CS2 or Squad 44, the lack of depth in this game’s audio processing is hard to ignore.