Noisy sound mixing

Issue #176 new
Американский Шпион created an issue

Let's face it, sound mixing in the game is beyond horrible and that is especially noticable in the ep1. If you are 1 vs 1 enemy - it's fine, but as soon as there's 2 or more it's an earbloody mess. The fact that sound don't properly fade with distance does not help much - it's either has enormous fading distance or does not accuratly reflect potential hearable distance. for example: flyers in q2 has their idle sound set to ATTN_IDLE and that sound can be heard only when you are really close to it. afaik dk use different method of calculating the same thing, but you can hear roboskeets and frogs miles away, hundreds of miles if they are grouped. The water seems to has no effect on the sound at all, and if two areas connected without areaportals it's like everyone is sitting on your back. And some enemies, on the other hand, had such a quet sfx, that you will die before even realizing that someone shoot ya.

to be quite honest, q2 is better in that department, well, because it had much less sounds. I tried looking into thing myself, but couldn't find a proper explanation of what's going on

Comments (3)

  1. Frank Sapone

    Major undertaking to redo the sound scheme back to something similar to Q2 and may introduce new subtle bugs. So it's very likely this won't be visited for quite literally years.

  2. Frank Sapone

    Look in aidata.csv, the last two groups of numbers for every enemy listed is the min and max attenuation. You can see for the louder enemies its pretty ridiculous.

    You'll have to rename the aidata.vsc to allow any changes done in aidata.csv to take effect. If you want to start experimenting with better attenuation values for the loud enemies in episode 1, go for it. And then post your results here.

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