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Found 42 results

  1. 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.


    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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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.
  9. 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.
  10. 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
  11. 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?
  12. 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.
  13. 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.
  14. Margali


    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...
  15. 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?
  16. 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.
  17. 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)
  18. CommieJesus


    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)
  19. 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 !
  20. Renhard

    Verical Sound

    Ok so I was wondering, I am not a developer or anything, but this idea ran in my head. 1)What do you think of you hearing sounds above you better in the left ear bud when you press the key "e". so when you lean, the above sound will travel to the closer ear to the ceiling. The principle is the closer your ears are to the ceiling/ to the floor will determine where the person is 2) Looking up will increase mildly the clarity of the sound coming from above. -------------------------------------------------------------------------------------------------- Thought of this because in human beings we aren't born with vertical localization, we learn it and it is dependent on the person head shape, and when a person hears a sound from above, they shift the pinna of their ears slightly to where they think it is coming from to confirm that it is actually above. Example if someone is walking on a floor above me, its instinctive to look up even if its for a sec, and thats all that is required to confirm location
  21. AirRegalia

    Armor and Sound

    Someone in full fort and fast should not be a ninja just from slow walking compared to a paka or even someone naked
  22. Okay my problem is this. I have really nice headphones and I use a sound card(seperate one) to play, but when I play the game usually the sounds suggest that an player or scav is right to me. Although they're o n another level of the building. Something similar happens when I try to determine where the sound is coming from and how far is it I do not succeed. I use the same tactics (at sound level) to play Battlefield 1 and everything is fine. Also I found my first chest armor!!! Exiting times. I use BeyerDynamics DT990 Pro 250 ohm Edition. The sound card is Sound Blaster Z.
  23. It's pretty hard to know exactly from were a noise come from. I'm probably wrong but i think it's because EFT don't use "doppler" for the sound effect. I hope someday we will have something similar as Counter Strike ...
  24. Broman

    Scav Bug

    After downloading the patch today I've had sever instances where I've been killed by an AI Scav because his weapon makes no noise when he fires it. I just fall over dead with no clue that I was even being shot at. I get no suppression nor any noise from bullets going by. It's just instant death and when I check the screen after it shows I was killed by a scav. Their characters will still say things and I can hear that but like 20% of the time I hear no gunfire whatsoever and just die.
  25. IkaSGC

    Unrealistic surround sound.

    The game is extremely difficult, unreal. As the main reason at the moment to see the sound in the game. I have PC speakers 2.1. If someone shoots on me, it's virtually impossible to find out where the shots are coming from. Likewise when they start talking around. It does not matter whether he is talking behind his back or next to me. I always hear it as if they were before me. In the real world, people have ears. It makes it easy to determine where the sound comes from. When they watch the sound, I usually get it from another direction. The game is like a lottery. Either I will see them before, or they do me. Once someone starts to shoot me, it's lost.
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