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  1. I have been dealing with this issue for a couple weeks now and am wondering if anyone else is too. When I start the game, I notice that all my customized settings are always reverted back to the games default setup. I have to keep inputting my custom graphics, sound, and controls in every time I play the game. It is becoming very frustrating since I had no problems with this when I first got the game in early January 2018. Yes I hit 'SAVE' every time I exit the settings. Once I do change the controls to how I play, they stay the whole time I have EFT open on my pc. Alt-Tab'ing does not revert my controls. Once I close the game and start it backup, the settings are reverted. I have tried uninstalling/reinstalling and that didn't work. Please help
  2. EagleNationUK1

    music soundtracks

    Hello folks, I don't know if off-topic forum is correct for this topic. Anyway, (This topic is about music soundtracks). In the Prepare For Escape'-esque themes in the main menu music for example "Dark Horizon" and many more in the near future and until it is forthcoming i.e. Releasing etc. Will the all of the music tracks come onto like Spotify, iTunes (others streaming platforms of music) after the game been released? feel free to comment
  3. Is there any benefit for not wearing any kind of comtacs?
  4. I never experienced a game that has some of the most crisp audio along with the most confusing. I'm aware that this game has audio problems in terms of above and below, shooting inside building etc... But my problem is with shots within 50 meters of me. It sounds ubiquitous. Often times I find myself spinning in circles to hear from a different angle and it all sounds like it could be from any direction. I'm using the Arctis 7 headset. I know there are many different customization sliders and options available so I was thinking that maybe the problem lies there. I've attached a snippet of the headset settings. Are there any options that I have checked off that could be contributing to this? What about using DTS Sound Unbound?
  5. UnifiBg

    No Sound damage/shots bug

    Not sure if everyone is getting this, but we are taking damage from a player with absolutely not shot heard, from our entire squad. As in our squad will not hear shots at all but people die and a player has killed us. usually multiple damage times then death. Utter quiet while it happens. Anyone else get this?
  6. Kwandes

    Selectable Sound Device

    Hello, Recently I have decided to setup my OBS to record EFT gameplay. I like to setup different channels for different source, like Virtual Cable A (VB A) for the game, Virtual Cable B for discord etc. That allows me to easily tweak sound when processing the footage. But to my surprise, it is impossible for EFT. I'm using Sonic Studio 3 (ROG Strix B350-f motherboard) and it does not detect EFT as a sound source. Windows sounds does not see EFT as a sound by itself either. I have tried other means and it seems impossible to set custom sound device routing for EFT. The workaround I found is changing default device to given device, for example VB A, launching EFT (which sets default device as it's output device) and then switching back to previous default device, with EFT now playing on VB A. The issue with this is extra hassle I have to go through every time I want to launch the game and worsens overall experience. I would like to note that once VOIP is added, device routing in sound menu will be even more important. It would be really nice if an extra option in sound menu of choosing which device to use, for both input and output. Also I suspect you have "masked" the program so make sound hacks harder to create but a dedicated hacker will have no issues using the workaround and your "protection" only hinders normal users and content creators. Thank you for your time, Loyal player and supporter
  7. Hello BSG! In case you all are not 100% satisfied with the results you're getting with Steam Audio, Microsoft's Project Acoustics may be an alternative to consider. It's main selling point is that it's very friendly to existing projects and allows "wave form" sound propagation with low resource overhead. Supposedly it calculates the sound "map" straight from the geometry without requiring any zones/planes to be added in by the map maker. Instead, the map maker "tags" parts of the map with a certain material type and then everything else is handled from there. From what I can tell, the map is analyzed in the Azure Cloud and then sent back to the developer to package with the asset. Meaning the turn-around times can be very fast. It seems to do all the things that Steam Audio can do (and maybe even a bit more?) Obstruction Portaling Occlusion Reverberance Decay Time It says it is compatible with Unity3d. Here are some demonstration videos I found that may be of use: A brief intro to the sound technology (time-stamped @ 1:33) GDC Conference Presentation Demo 1 by MDA Digital Demo 2 by MDA Digital And here's the github link: https://github.com/microsoft/ProjectAcoustics Thank you all for your hard work, all the best!
  8. FamedCR

    Sound Bug

    I have experienced this sound bug multiple times recently and am hoping for a fix or a patch =). I will attach the links to the two video clips i have taken thus far. I hope this gets recognized so it can be fixed! Thanks. Video 1: https://www.youtube.com/watch?v=Q8DSUi0hrVE&feature=youtu.be Video 2: https://www.youtube.com/watch?v=UreQ2kEX19U&feature=youtu.be
  9. Just wanna say, dont take me wrong. Its not a rant and om not mad. Tho im having a bit of a hard time understanding bsg view on how much of a importance a good soundsystem/design has for a game in this caliber. And recordings in general sounds so good that i feel current sound system maybe degrade them in some ways. Since i got the game iv waited and waited and waited for a decent audio system. It felt like a punch in my stomach when you "fixed" removed surround sound because it was bugged. I tough fixed meant my own sounds wouldnt play in my back speakers, but nope. Back to the good old flat stereo. Dont take me wrong, iv noticed you have done some changes to improve sounds, but am i wrong to say that we can all agree its still very bad. It was like a new game playing in factory, hearing people running on the top crane, at the same time hearing dude on 1 floor and 3 dude comming at me and i managed to kill him because i heard exactly where he was and distance he was from me. It took the game to a new level, even tho the surround was bugged, like my footsteps was playing in back speakers. Sound in this game has literally been the main cause of many death, sound tells me one thing, bullets tells the opposite. Dude with silencer hiding in a bush from maybe 1-10 meters, sounds says he is inside my character, inside my head. There is 0 depth to the sound, just flat with 0 helpful information. It literally sound like the shooter is inside my head while shooting at me from 2-10 meter from unknown direction in some circumstances. Iv experienced sound playing in opposite side of where pmc is coming from, more than once. Checked if i had my headphones opposite more than once. Luckily i haven't experienced this in some time, but directional sounds still lie and confuses me more then give me helpful information. Sound is still very odd and flat, and give little information vs what it would in real life and even comparing to other games. If experienced compacts not picking up players walking on wooden floor, or if i got a visual the sound system can be a sob. Not sure this is related tho, it could be a bug. Sometime they are dead silent while walking normal speed, and i hear the shot that kills me. Iv seen pmc sprinting thru bushes, wooden floor or metal from close range. Compacts cant pick them up at all. Vertical sounds, tho much better compared to alpha where it didnt exist (ignoring when i got to try the bugged surround before it got reverted) its not good. Same for depth. I playd the game long enugh so i can somewhat guess distance. But sound sucks at it in many circumstances. Also, sound design can be very odd. Tho, im assuming this will improve in the future when sound finally gets some love it should had gotten ages ago.. Like only a few sound types when walking on different surfaces, and when walking on some surfaces its so freak'n loud it sounds like im a dude wearing 100kg backpack while using tapping shoes. Rain, winds and nature related sounds. Recordings sounds great, tho it would be cool to hear some more sounds from wild life. Like birds, insects (maybe that could be modeled in, there are flowers ingame. Could be cool?) I was hoping for some info regarding steam audio or sound system in last podcast, i prayed for a video showing how the game could sound like with this system. But as use all, sound isnt interesting compared to pics of mods and armor. Nothing wrong with that. But Nikita (he or devs will probably never read this :P) would you be so kind to give us that enjoy good sound a taste of how steam audio can improve this game. Like a video with some action, if system is good enugh. Use nighttime, so sound becomes main attention. Or is the new soundsystem still so unfinished that a demonstration isnt possible? To anyone reading this, congrats. And if devs or the boss him self read this and respond. I will probably be shell shocked. And if its possible to see a video of steam audio in action, it would be very interesting. And as always, keep up the good work, game has come a long way since i bought it, except soundsystem.. 😎
  10. ugurgulay

    Environment sounds so high

    In this game environment sounds so high, - In rainy map sounds not like dynamic and giving same rain noise allways ... maybe in change indoors ... - Grass sounds so high and really distract the players (Grass noise = Gun shoot)
  11. Like, I died so many times just due to the sound messing me up. My most recent situation was when I was doing a cache run at customs. I was near the junk bridge and a guy was there camping (of course) and shot me up. I heard the shots going straight behind me, I get confused because I just check behind me and no one was there but I still crouch down behind a rock instinctively. After getting shot at a billion times I realize the guy was straight in front of me and crouching down. like, what? The guy had no helmet on neither, I could of easily got him if it wasn't for the sound completely messing me up. But is it just me being dumb or what? Like I don't understand this sound engine at all.
  12. 0ldSnake

    Sound System Improvement

    I played this game for some time now and I noticed the sound is fantastic in a way but in another way could use some improvement. When using headphones I think the gravel sound is too loud and too pronounced. I also think this gravel sound could have a 1 or 2 variations, depending on what type of surface you are. For example, walking on earth and on a wooden floor with some dirt on it I guess, sounds exactly the same. Also, walking on metal sounds like the guy is stomping his feet for no reason. Like he's wearing 10kg boots. I understand that they're probably using hard rubber boots that aren't very flexible but I think that could also have some sound variations. TLDR; Make gravel sound a bit more quiet with headphones and add a variation of two to it, and make the sound of walking on metal a bit different so it doesn't sound like the guy is stomping his feet on purpose.
  13. SPARTAnT

    SUONO DIFETTI GENERICI

    Salve a tutti... Volevo chiedere a qualche admin se sanno , se c'è in programma un futuro fix del sistema audio e suono ambientale. Mi capita molto spesso , in situazioni dove mi trovo completamente al chiuso e affianco alle pareti , di sentire le voci o rumori esterni , come se fossero al mio fianco o addirittura appiccicati al mio orecchio, come se avessi un NPC davanti al muso , o imprecazioni delle IA che mi fanno prendere di quei colpi da infarto. Grazie infinitamente Buonaserata
  14. Hallo Community, Ich benutze zurzeit Beyerdynamic DT990 Pro und dazu ein Focusrite Sound Solo- Interface. Natürlich ist damit der Sound super clean, jedoch wenn ich mal überraschend beschossen werden, bekomme ich einen halben herzinfarkt aufgrund der intensität der Geräusche. Dabei ist dies ja nichtmal ein extrem basshaltiges sound Setup, sondern eher ein wenig basshaltiges, neutrales, klares. Gibt es möglichkeiten das man die intensität der Geräusche ein wenig raus nimmt, jedoch nicht die Lautstärke? Manchmal erschrecke ich mir vor meinen eigenen schritten wenn ich zB. Comtechs trage und mach dann erstmal Bewegungen die echt nicht schön sind. Das Problem ist einfach, ich bin von Natur aus ein schisser, würde auch gern mehr spielen aber die Sounds machen mich echt fertig. Ich habe vor einiger Zeit auch mal ein Youtube Video gesehen, der den Sound etwas verändert hat um einen Tinitus vorzubeugen. Jedoch finde ich das nicht mehr. Gruß Olli
  15. Hi all, As far as I'm aware the movement system is already undergoing some changes, including a vaulting mechanic which should help us traverse terrain much more smoothly! However, I have a couple suggestions of my own, which I believe would give us greater control over our PMCs and create a more natural/organic feeling whilst moving around the game world (as well as how others are perceived!). Apologies if many of these are already planned/confirmed, I tend to miss a lot of news due to being busy playing the game! 1.) Link actions like prone/stand, crawl, ADS, check mag, looting, check inventory, change fire mode, traverse up/down terrain/ledges, open doors and the associated sound/volume levels to movement speed. This will allow us to Go between stances and interactions at a much slower, but quieter manner Make movement more deliberate and controlled, rather than have our PMC throw themselves around recklessly when we're trying to sneak 2.) Greatly restrict X-axis turn speed whilst sprinting, this will make it extremely difficult for players to abuse the lack of momentum in-game 3.) Introduce a speed-up / slow-down whilst sprinting. What I mean by this, is not have our PMC go from 0-60mph instantly, as well as have them slow down back to walking pace once finished sprinting. Letting go of 'W' completely will result in an abrupt stop, causing a 'slide' and corresponding noise (already in-game) 4.) Have prone/stand affect stamina, to reduce the effectiveness of 'prone spam' 5.) Introduce a left/right roll ability whilst prone (unable to perform with backpack equipped) ---------- Scavs (AI) Introduce different states; Relaxed - smoking, sitting, group talking around fire barrel etc Patrol - these Scavs are on patrol as per their patrol schedule, weapons in low ready, maybe drinking/smoking also Alert - these guys know there's a USEC scumbag in the area and are looking for them It's super immersion breaking that the Scavs are all patrolling with their weapons shouldered, I feel it would be good for both gameplay and general atmosphere of the game to have more natural Scavs! ---------- Thanks for your time, again I'm sure a lot of these have been mentioned, just not in the first few pages of the Search Function (there is one topic which contains some movement ideas, but is more generalised from December 2017). Cheers, Dan
  16. frkr

    7.1 Sound

    While some sounds are pretty loud. Why not has some imersion? Using a 7.1 phones are pretty useless without support.
  17. CRAZZY1

    Sound traps

    So i was thinking if you could set sound tripwires against doors and such by using junk items and have a sound tripwire it wont kill so its not unbalanced at the start to avoid bugs mostly but if it was just when u walked over it or tripped over it the junk would make a lot of noise alerting you just like in the book i would really like to see that added later in to the game what do you think thanks for reading.
  18. Cześć, Zastanawiam się odnośnie pozycjonowania przeciwników na słuchawkach, a mianowicie: Posiadam pro słuchawki HyperX Cloud II i naprawdę jeśli ktoś biega lub strzela to jestem w stanie określić bardzo dobrze gdzie jest. Ale problem jest z tymi dźwiękami skradania, bo gdy ja skradam się to zawsze wydaje mi się, że robię dużo hałasu nawet na jednej kresce poruszania. No i do czego zmierzam, a no do tego, że chyba odgłosy na kucaka i ze zmniejszona prędkością nie są adekwatne do tego co słyszymy i przeciwnik. Nie chodzi też o odleglość bo to wiadoma sprawa ale jeszcze nie słyszałem by ktoś wydał np. odgłos szurającego szkła czy takich cichutkich na kucaka ruchów, szmerów ubrania, jedynie jak ktoś normalnym krokiem idzie to wtedy jest to miej więcej na równi słyszalne. Tak jakby niektóre dźwięki nie były synchronizowane pomiędzy graczami. Natomiast odgłosy ładowania itp są już normalne, problem tylko z tymi skradankowymi szuraniami, jest chyba coś z nimi nie tak.... Nie wiem czy to tylko moje już schizy czy każdy to zauważył
  19. 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.
  20. TarkovCitizen71281

    Eq tune setup for arctic7

    Hy all! I bought a new steel series artic 7 but the sounds is not the best one. I tried to set the eq perfectly but i dont know how can i reach the best performance.
  21. Margali

    BETTER SOUND SYSTEM

    I Had doubts about bad, unrealistic sound effect in Tarkov. And now I have evidence why Sound Effects and Sound systems are Unrealistic and bad in EFT. Here is my Letter for your team, I contribute my time and knowledge writing this post. (if you are interested in my background: I’m owner and main specialist of Engineering & Developing company in Caucasus. We are first in this region in Professional Recording and Measurement, Insulation & Acoustics …) There are two main issues with Sounds. The way your sound designer record Sound Effects are wrong. Qualification of your sound designer / Time he contributes this project. To get realistic 360 Sound response: You should record sound FX using surrounding microphone system in one mix. Sound System Must recorded parallel at the same time in 3 ranges: Close, Mid and Long. To get Clear and realistic Stereo Image You must use Precision Acoustics Measurement / Modular microphones with good Phase Characteristics. (low budget DPA 4091, Earth Works) Don’t Lie to us…. Saying that you use expensive equipment in recordings. I only see this Cheap 200$ Zoom recorder with Boom in all developer reports. You even don’t use dedicated microphone and are using integrated low end one. To get realistic Sound response of ACTION. You must not record weapon from behind. You must Use Surrounding system + Additional microphones in Shooting direction. Bullet Generates Motion Sound in air and throws most Kinetic energy on traveling direction…. If recorded correctly you can distinguish the direction of shooting better, especially in street. Unrealistic Running, Jumping, Crawling, Standing from laying position, Bag Searching, Bad dropping Sound effects: You Should Control Sound Level of Sound effects with Sound level meter. And save that data for all Actions… No one Has Plat Foot in Army and no one Run the way you are recording it. Do you have logic?! It’s pathetic. You should record actual running action on path full off microphones to get fade sound. You should record actual running by tiny fixed microphones with booms near shoes. The Terrible Sound of Running on Asphalt/Ground has reverberation like it was recorded in building. GJ. That run sounds like old Plastic military shoes. In realistic world here are more army shoes with rubber finish. There must be additional Skill for running: Running on foot fingers. Player Can run on foot finger with low rig. The sprint Speed in higher, and Noise Generated is very LOW. It will add more dynamics and action in game, adding new playing style: Silent, Dynamic maneuver for Team or alone predator. On heavy rig Player physical almost can’t use that skill because of the weight. On top level, He can start sprint on foot fingers in 1-3 seconds, after continue in army style and always ends in army style when heavy rigged. 3. No one Closes doors, stand up from laying position, searching bad SO LOUDLY in situation that you are near to expose and get killed... There must be system for action speed vs sound. Fast action = Noise generated; Slow action = almost noise free sound generated that can be hear only in 2-3 meters. You get -12 dB sound level drop in 3 meters. And -18 dB in 6 meters… The Same logic and Sound system must be used in all actions: Fast Standing from laying position vs 3X slow Action. Fast Search noise vs 3X Slow. Fast Door open/Close Vs 3X slow, especially at the end of animation. I See your Team does not work too much. Shame on you Guys. Your team recorded sound effect in building only for this patch. Sound FX recording process does not require months. Sound developer Team can work almost independently from Programmer’s Team and Get Ready FX Library… I don’t want to remind about income and budget Tarkov has. Simple Math ... I want this game to success.... And ... YOU Welcome, i Contribute ideas to Blizzard HOTS and their developer team use that in next patches. I contributed Several ideas in EFT with other Guys about Night vision, and other spreads but i only got bad feedback from your Team. instead of saying thanks you just ignore, write comment that this idea is bad, or it will ruing the game and i see this idea realized in next patch. YOU ACT LIKE YOU ARE NOT LISTENING COMMUNITY BUT YOU REALLY ARE AND TAKING IDEAS FORM THEM SO. DON'T ACT THE OLD WAY AGAIN...
  22. raleubojica

    Sound engine?

    I don't see any sound related updates for 2018 dev plan, is that a miss or there will be no work on sound for Tarkov except voip?
  23. qS_Sachiel

    Sound inverted

    Hey, just started a factory run and the sound is inverted L/R. Any issue with this for others? Setting i've pressed accidentally? Using Sennheiser 2CH surround sound headphones.
  24. CommieJesus

    Helmets

    How many people think that using a helmet should reduce hearing distance/accuracy if not used with comtacs, making viable not using a helmets. (just a thought)
  25. Artyom91

    Searching sound effect

    Everytime I search a body, the searching sound effect gives me the impression that someone is coming nearby. That makes me all paranoid, I close the tab immediately and prepare myself for combat. After 5-10 seconds I realize there's nothing so I go back to the inventory and finish the looting. Maybe its just me, or maybe I'll get used to it, but I wonder if other player think the same thing. Can the sound effect be tweaked so that we don't mistake it for an enemy's footsteps? Cheers !
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