January 16, 201511 yr May I present to you, Crickets of Eternity. Edited January 16, 201511 yr by ryukenden
January 16, 201511 yr ....May I present to you, Crickets of Eternity. Oh, so that's the sound I hear when I write a bug report.
January 16, 201511 yr In the Team Lead Meeting video the posted in the Update yesterday, it was mentioned that all sounds had been normalized at the same level so they could tweak them individually. They also mentioned they wanted that tweeking to be done for today's stream, but I'm guessing it didn't happen. "Wizards do not need to be The Dudes Who Can AoE Nuke You and Gish and Take as Many Hits as a Fighter and Make all Skills Irrelevant Because Magic." -Josh Sawyer
January 16, 201511 yr They are still in the middle of doing the mixing. We didn't have much of a script today so I am not surprised that some of the sounds were way too low or way too high. Luckily, these are easy fixes for us.
January 16, 201511 yr @ BAdler. Some people said the city felt kind of empty. Will there be background noise in the final game? The background sounds from BG 2 really made the city come alive. Hope you'll consider that.
January 16, 201511 yr It's not just the mixing that's the issue, you need different volume sliders to control different areas of the sound - one for VO, one for Environmental FX, one for combat sounds - that kind of stuff. I also agree about the lack of background walla/NPC VO callouts. I think they recorded some, but it might not have been implemented or just not very high volume. Those really add a lot to the atmosphere APPLES! APPLES ONE COPPER! Edited January 16, 201511 yr by Sensuki
January 16, 201511 yr *opens thread* ...Haha....that's great. Still gaming with my 9900k/2080ti/32 ram. One day I suppose a game may inspire me to finally upgrade. Maybe.
January 16, 201511 yr It's not just the mixing that's the issue, you need different volume sliders to control different areas of the sound - one for VO, one for Environmental FX, one for combat sounds - that kind of stuff. I also agree about the lack of background walla/NPC VO callouts. I think they recorded some, but it might not have been implemented or just not very high volume. Those really add a lot to the atmosphere APPLES! APPLES ONE COPPER! I asked Brandon about it and unfortunately the sliders are unlikely to be implemented for this release. Maybe in a patch or expansion. Listen to my home-made recordings (some original songs, some not): http://www.youtube.c...low=grid&view=0
January 16, 201511 yr Crickets of Eternity. It could be a goofy spin off like how Far Cry: Blood Dragon was to Far Cry 3. I think they could pull it off. Plus now they already have pre made logo art, that's one thing off the to do list already. Edited January 16, 201511 yr by BrainMuncher
January 16, 201511 yr I asked Brandon about it and unfortunately the sliders are unlikely to be implemented for this release. Maybe in a patch or expansion. FFS. I've been mentioning it every build since v257.
January 16, 201511 yr I agree, it's something I always tweaked in BGs and I know the barks and combat sounds especially will drive me bonkers in this. It's disappointing. Listen to my home-made recordings (some original songs, some not): http://www.youtube.c...low=grid&view=0
January 16, 201511 yr Ha ha that was ment to be Kana - "Sorry. It seems I'm not very good at raising spirits." Kana winces. "That was unintentional."
January 16, 201511 yr Haha!"Raise the volume", and Josh raised the volume, I raised the volume, and probably a lot of other people raised the volume. No sound still. Then Josh transisted into a new area.CRICKET
January 16, 201511 yr The crickets in the wilderness made that part of the stream so miserable to watch...hopefully they fix the sounds. Calibrating...
January 16, 201511 yr @ BAdler. Some people said the city felt kind of empty. Will there be background noise in the final game? The background sounds from BG 2 really made the city come alive. Hope you'll consider that. I hope they do this and it was an issue with NWN IMO...not enough people in the cities and not enough sounds. I want the city to feel alive.
January 17, 201511 yr They could adjust that ambient volume in the mixing, sure... ORRRR they could edit the lore such that all crickets in the realm are the size of Great Danes. u_u Totally an option. Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u
January 17, 201511 yr I asked Brandon about it and unfortunately the sliders are unlikely to be implemented for this release. Maybe in a patch or expansion. FFS. I've been mentioning it every build since v257. Having all that tied to just "FX" is fine. Most games don't even do that. Case in point triple AAA bad boy look at my PhysX effects Far Cry 4's volume control looks like this. Music on/off..... music volume slider. That's it.
January 17, 201511 yr I asked Brandon about it and unfortunately the sliders are unlikely to be implemented for this release. Maybe in a patch or expansion. FFS. I've been mentioning it every build since v257. Having all that tied to just "FX" is fine. Most games don't even do that. Case in point triple AAA bad boy look at my PhysX effects Far Cry 4's volume control looks like this. Music on/off..... music volume slider. That's it. There's a pretty huge difference, though. In action games, there's really not that much need (or want) to adjust different sliders. Me, I invariably end up turning Voice up a lot, and turn Ambience slightly above music, while turning down the FX (combat sounds, etc). As it is in PoE, I'm not going to be able to do that at all, it'll all end up as a cacophonic mess for me. Having Ambience, Combat Sounds and Voice all baked into "Effects" is pretty damn terrible.
January 17, 201511 yr In agreement there. I personally would want to turn combat barks off entirely pretty quickly, turning down voiceacting a bit, turning down FX and keeping ambience and music fairly high. In an ideal world. Listen to my home-made recordings (some original songs, some not): http://www.youtube.c...low=grid&view=0
January 17, 201511 yr First thing I turn off in IE games is the character command acknowledgement and selection voices as those start to annoy me real quick. Would be nice to see that option in PE.
January 17, 201511 yr Yeah, in this type of game, such sliders and sound/voice-options are pretty dang important. Here's hoping for a quick patch after it's released then. *** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***
January 17, 201511 yr If it's anything the past couple of posts have shown me, it's that most people have their preferences already made out, they know how they want the sound to work, and we all need sliders to do it.
January 19, 201511 yr It's not just the mixing that's the issue, you need different volume sliders to control different areas of the sound - one for VO, one for Environmental FX, one for combat sounds - that kind of stuff. I also agree about the lack of background walla/NPC VO callouts. I think they recorded some, but it might not have been implemented or just not very high volume. Those really add a lot to the atmosphere APPLES! APPLES ONE COPPER! I asked Brandon about it and unfortunately the sliders are unlikely to be implemented for this release. Maybe in a patch or expansion. what the hell? why iset that somthing that they whould be in the first build i mean that seems like standerd stuff???
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