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Posted

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

Posted

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.

  • Like 12
Posted

@ 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. :)

  • Like 7
Posted (edited)

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

 

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Edited by Sensuki
  • Like 8
Posted

*opens thread*

 

...Haha....that's great. :lol:

  • Like 1
“Things are as they are. Looking out into the universe at night, we make no comparisons between right and wrong stars, nor between well and badly arranged constellations.” – Alan Watts
Posted

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

Posted (edited)

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 by BrainMuncher
Posted

I asked Brandon about it and unfortunately the sliders are unlikely to be implemented for this release. Maybe in a patch or expansion.

retarded.png

 

FFS. I've been mentioning it every build since v257.

  • Like 4
Posted

Ha ha that was ment to be 

Kana - "Sorry. It seems I'm not very good at raising spirits." Kana winces. "That was unintentional."

Posted

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

  • Like 3
Posted

The crickets in the wilderness made that part of the stream so miserable to watch...hopefully they fix the sounds.

Calibrating...

Posted

@ 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.

Posted

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.

  • Like 2

Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u

Posted

 

I asked Brandon about it and unfortunately the sliders are unlikely to be implemented for this release. Maybe in a patch or expansion.

retarded.png

 

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.

Posted

 

 

I asked Brandon about it and unfortunately the sliders are unlikely to be implemented for this release. Maybe in a patch or expansion.

retarded.png

 

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.

  • Like 1

t50aJUd.jpg

Posted

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.

  • Like 2
Posted

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" ***

 

Posted

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.

  • Like 1

t50aJUd.jpg

Posted

 

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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