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.