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  1. For those who may not be in the loop, Nikita recently confirmed that Escape From Tarkov will be moving to a new audio engine called Steam Audio, which IIRC was previously called either Phobos or Phonos before being purchased by Valve. What does this mean for EFT? It means not only better positional tracking (front/back, sides, up/down), but also a host of new real-time audio rendering methods including reflection, refraction, distortion, occlusion, reverb, etc to name a few. At this point, BSG hasn't shared just how much of the technology they will be utilizing (every layer of complexity obviously requires greater system resources), but given that EFT's utilization of Steam Audio will be one of the first debuts of the tech in a "large" title and that BSG is working closely with the Steam Audio team, I have high hopes that they'll want to "put their best foot foward" so to speak and take every opportunity to showcase the capabilities of their software solution. Recent developments One of the recent updates to Steam Audio includes a very interesting feature related to real time sound reflections. Check out the video in this article to hear it in action: https://steamcommunity.com/games/596420/announcements/detail/1624021088655207523 NOTE: In order to hear the video, I had to right click the video box, select "show controls", then unmute the audio. The thought of a gunfight in Interchange echoing sounds off its walls, up and down hallways, etc... That is just mind-blowing! I know some modders for Arma were able to create some scripts that would allow sounds to echo off of surrounding hillsides and tree-lines. Admittedly that was a different sound solution and had to be hard-coded to a large degree, but it does pique my interest at just how detailed the Steam Audio solution can be. For example, could EFT gunshots alter dynamically in a setting like Streets of Tarkov to recreate something sonically similar to the infamous Heat shoutout scene What are you most looking forward to with Steam Audio? Any specific feature or features you hope BSG implements? For context, here are some older videos too demonstrating that even a rather rudimentary implementation of the tech can yield convincing results. It's important to note that Steam Audio has come a long way since these videos were created Demo 1 Demo 2 Demo 3
  2. mradictio

    Pas de son sur escape from tarkov

    Salut a tous je viens de recevoir l'accès a la béta du jeu mais apres installation lorsque je lance le jeu je n'est aucun son je fais toutes les maj de mes drivers, j'ai désinstallé réinstallé le jeu ect rien a faire quelqu'un aurait it eu le meme probleme et trouvé une solution merci d'avance !
  3. Hi, a few days ago i found an audio plugin from Steam/Valve called "Steam Audio". Maybe this is something you guys can use for EfT, because they offer a free plugin for the Unity Engine and looks relatively easy to setup https://valvesoftware.github.io/steam-audio/ https://github.com/ValveSoftware/steam-audio/blob/master/LICENSE.md https://valvesoftware.github.io/steam-audio/doc/phonon_unity.html Happy Holidays! JohnMatrix
  4. Kaptain_Kush

    Audio from dying/dead players and scavs

    I honestly don’t mind the audio (screaming) from dying scavs or players but can we double tap them to shut them up? It really takes away from being able to hear if another scav or player is coming up. like in reality, if some dying person is screaming, I’d put another one in him so he won’t completely blow my position. Plus, there’s that audio bug where some people can hear the scream and some can’t. Don’t you think that’s an actual advantage to those who can’t hear the audio against the ones who can.
  5. I love Tarkov, but I'm having issues adapting to the sound of gunshots; yesterday I was on interchange and I was getting shot from behind as I could see the bullets hitting the wall in front of me but it completely sounded like the gunshots were originating from in front of me. Is this how gunshots are projected from the surfaces around you? Footsteps and everything are fine and I can follow those pretty easily, but I just cant place gun shots when they are within 50 yards.
  6. Drunknescafe

    Bugs

    -There is an audio bug, if you loot filing cabining/safe, jackets the sound will go on repeat and don’t stop before you are dead or leave raid. -different door is transparent when you stand in a special angle, scaves shoot true doors sometimes. -Factory, door to skywalk doesn’t make any sound when its closed to open. But make sound when its closing. Must say I like the new changes in the newest patch, keep up the good work. Ps: is there a bug forum post or is it ok that I post bugs here?
  7. PredatorMkII

    Foliage Contact Sound Effects

    Hello, I've put around 100 hours in Tarkov now, and have noticed something: The sound effects triggered by physical contact with foliage are too harsh and binary. They lack nuance; when I am crouched and hiding in a bush, a minor rotation shouldn't trigger the same decibels as a PMC sprinting through a bush, and yet that's basically what happens. When I am located at the outermost fringes of a tree's branches, or a bush, and make a minor movement, the same thing happens. The sound effects that are triggered by minor interactions are disproportionate to the movement involved; it's unrealistic. Important refinements must be undertaken here, as stealth is an integral aspect of Tarkov's gameplay, and players who are trying to leverage this are being punished. A broader range of sound effects for foliage interaction would help, as well as connecting fade in/out audio gain effects to player animation speed to amplify or dampen the noise generated by interaction with foliage accordingly, to create much more organic and realistic gameplay. I know I'm not the only one who's noticed this, so I hope it's taken into account. Thank you.
  8. Nikbul

    Binaural Audio

    Hello, I listened to the forum as well as an active player and most of seasoned gamers agrees that there is very big problem with the sound engine, we all hope it will be fixed before OBT, but still. My question is that possible to implement something like Binaural Audio sound system in this particular game. Take for example HELLBLADE: Sample of binaural audio from developers of HELLBLADE I had my hair standing up on the back on my neck due to reality of the sound we hear. Might not need to go this far, but as simple example of set up would be taking shooting sound with 45 degrees offset (8 points total on horizontal plane) with different distances (0, 10, 100 meters) and maybe couple on the top and bottom, then mix it together, it might give a lot better direction and distance perception than we currently have ingame.
  9. SubSammich

    ComTac Audio Test

    I couldn't find any tests on google or youtube so thought to make my own. Now the factory is loud enough and bounces sound all over so I'd definitely like to see something like this but on another map/area and ofc with other weapons. :^) Haven't played much since the last wipe so maybe I'll get around to that stuff if I get other goodies.
  10. Hey Devs, the headline says everything. But in more words: If i toggle the nightvision on or off, the sound for it starts, before the players hand reaches the NV... the hand must be on the NV and then the audio for switching must play... isn't it?
  11. BDRMrTBag

    Missing Footsteps

    Has anyone had the issue where the footsteps of AI or Players completely disappears, not sure what happened but an AI somehow managed to get behind me after I heard a bush swipe to my front left, next thing I hear is an AI shouting over my left shoulder, magically the AI had passed by me without so much as making a sound! Anyone else having this issue, sometimes when I wear my Comtacs the footsteps are inaudible at times! And no, there is no profanity Woodsen
  12. Arkillon

    BUG - AUDIO - WOODS

    Hey, Firstly, please move this if appropriate, I couldn't find the right thread and I don't have a huge amount of time to look. I was playing the woodland map and went into the logging camp. I entered into the warehouse area and you get the "indoor sound switch". You can't hear wildlife, lots of echo and the usual things from walking into an "indoor" environment, especially one made of metal. Upon leaving the warehouse I still had the indoor echo sound. It was really, really annoying so I just chipped it to the extraction. Thought it was worth noting. Detailed: Entered through the door opposite the 3 cars. Left through the door to the left, the one facing all the wood storage units. I entered and exited tucked closely to the left hand side of the door frame. I was in the warehouse for no longer than 30 seconds. Cheers, Arkillon.
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