Beta 2 feedback topic

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MuNgLo
Posts: 314
Joined: 12 Jul 2012, 03:37

Re: Beta 2 feedback topic

Post by MuNgLo »

TMarc wrote:Do you have the same issue as there All sound is distorted?
Please keep any detailed discussion out of this thread, which is meant for general feedback, and create new topics, thank you :thumbsup:
You have clearly not read anything of the soundrelated posts. I could take that as Nadeo see no problems at all with the sound as it is now. Wich would tbh be very odd.
GabrielM
Posts: 243
Joined: 13 Jan 2012, 16:53

Re: Beta 2 feedback topic

Post by GabrielM »

MuNgLo wrote:
Forgot10 wrote:Well, my sound settings for MP look like this: http://i.imgur.com/WtyeRAr.png
I have integrated sound card, pretty much default settings for everything, and cheap headphones.
I take it you have the system setup for plain stereo as I have. I'm not using any enhancements like vitual surround or anything. I want clean sound as game intended and so on. EFX just adds a bit of echo effect on every sound to make them seem "larger" it seems.
Are you running the system as plain stereo? And are you really serious when you say you can tell by sound how far away people are. For most its pretty impossible to determine if its 2m or 30m away. And that's when not getting disturbed by other noise like rockets and so on.
Actually EFX beside Reverb, i also used for air absorption, meaning that it reduce the high frequencies compared to the distance. A very close sound would sound clear, and the farthest would be very filtered.
Also, a sound that has more reverb compared to it's dry sound than another sound, is probably further in the space (Even that is not the most significative factor in this case).

So if you remove EFX it's going to be indeed very difficult to locate other players, i would not advise anyone to turn it off for other reason than tests due to sound issues.
MuNgLo
Posts: 314
Joined: 12 Jul 2012, 03:37

Re: Beta 2 feedback topic

Post by MuNgLo »

GabrielM wrote:
MuNgLo wrote:
Forgot10 wrote:Well, my sound settings for MP look like this: http://i.imgur.com/WtyeRAr.png
I have integrated sound card, pretty much default settings for everything, and cheap headphones.
I take it you have the system setup for plain stereo as I have. I'm not using any enhancements like vitual surround or anything. I want clean sound as game intended and so on. EFX just adds a bit of echo effect on every sound to make them seem "larger" it seems.
Are you running the system as plain stereo? And are you really serious when you say you can tell by sound how far away people are. For most its pretty impossible to determine if its 2m or 30m away. And that's when not getting disturbed by other noise like rockets and so on.
Actually EFX beside Reverb, i also used for air absorption, meaning that it reduce the high frequencies compared to the distance. A very close sound would sound clear, and the farthest would be very filtered.
Also, a sound that has more reverb compared to it's dry sound than another sound, is probably further in the space (Even that is not the most significative factor in this case).

So if you remove EFX it's going to be indeed very difficult to locate other players, i would not advise anyone to turn it off for other reason than tests due to sound issues.
Thanks for clarifying EFX. I guess this is what you are going for basically -> http://www.sengpielaudio.com/calculator-air.htm

That still has none to little impact on the problem.* Going by realistic values 1Db loss over 30m in 4kHz range is not worth the effort.
The main problem is still the fade-in and volumegain on distance and I still have no idea if you folks at Nadeo has any intention of doing anything about it. I think that having a sound that disorient new players until they get used to it will be a gamebreaker for many that try the game out.

EFX might be nice in trackmania to lift the immersion by providing a sound that actually make sense on bigger distances and so on. In SM on the other hand it just sounds wrong. The reverb has nothing to do with the actual layout and any frequency attenuation for the distances in SM would be to small to bother about.
Also since sounds do get just cutoff by distance in SM, as in maxdistance for fotsteps depending on surface, you will not have sounds from huge distances.

*Unless you would argue that everyone that wants to play SM should learn a completely new way of judging distance by how distorted the sound is. Often while exactly the same sounds are played from many locations at the same time on more or less the same volume.
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