The Sound Problem
Zakarr
I have integrated Soundstorm chip (nForce2 chipset) with latest possible drivers.
Middle sound quality slider position produce most less errors. Left side lacks some sound effects all the time. Right side blurs sound like they come other side of wall, decrease frame rate and sound positions are very wrong. Even I zoom the camera to my character eyes and he takes damage, his moaning sound comes from the distance.
The default center setting randomly loops skill activating sounds, sometimes hit sounds are completely gone, background in-game music starts randomly looping after few seconds or there is completely silence for awhile or it just change another track before first one has ended. I have also heard some snaps in sound which weren't before these updates.
I'm glad that Anet tries to improve sound playback. Some players are happier because their sound hardware has good support for DS3D. Those who have errors, just need a checkbox where sound playback works exactly same way as before these sound updates. I can't afford new sound hardware right now.
Middle sound quality slider position produce most less errors. Left side lacks some sound effects all the time. Right side blurs sound like they come other side of wall, decrease frame rate and sound positions are very wrong. Even I zoom the camera to my character eyes and he takes damage, his moaning sound comes from the distance.
The default center setting randomly loops skill activating sounds, sometimes hit sounds are completely gone, background in-game music starts randomly looping after few seconds or there is completely silence for awhile or it just change another track before first one has ended. I have also heard some snaps in sound which weren't before these updates.
I'm glad that Anet tries to improve sound playback. Some players are happier because their sound hardware has good support for DS3D. Those who have errors, just need a checkbox where sound playback works exactly same way as before these sound updates. I can't afford new sound hardware right now.
Peewee
I have sound problems since they added the feature. Its especially annoying.
I get looping sounds, i get a wierd loud buzz at loading screens, some sounds are completely missing (the Tigers Fury sound is gone, but the Horn that accompanies all Ranger stances is still there, and repeats itself 3-4 times) Weaon attacks sound to loud and crisp on max quality, non-existant on low, or hammer attacks sound strange. Lightning simply sounds aweful, instead of the crack of thunder, i now have a crappy fizzle, which cuts out in strange places, or the sound of somebody blowing a raspberry.
Since is seems that such a large amount of people are affected with seemingly very little people actually benefitting from the change, i suggest that either they pull the plug on this, fix it, or give us a choice of wether we used the quality control method (direct 3d i think it is) or the older method, which at least made the game playable.
I simply cannoy monk effectively when anybody is using lightning, simply becuase a great deal of monking is surprisingly based on sound. With the sound off i notice my monking ability goes down dramatically, as sound tells you about the environment while you concentrate on healing. Having the sound on with lightning damage flying around is only slightly better than having the sound off.
All in all thats another thing that my PC rejects about guildwars. The graphics problem so many games have with the frankly crap GeForce 4000 MX (I hate you NVidea) and now this sound problem isnt making GW a very enjoyable game to play at the moment. pls pls ANET, Fix it asap, and dont do what GeForce do, and simply ignore the problem, hoping that we upgrade our sound cards, cos some of us cant afford new sound cards and Factions you know....
I get looping sounds, i get a wierd loud buzz at loading screens, some sounds are completely missing (the Tigers Fury sound is gone, but the Horn that accompanies all Ranger stances is still there, and repeats itself 3-4 times) Weaon attacks sound to loud and crisp on max quality, non-existant on low, or hammer attacks sound strange. Lightning simply sounds aweful, instead of the crack of thunder, i now have a crappy fizzle, which cuts out in strange places, or the sound of somebody blowing a raspberry.
Since is seems that such a large amount of people are affected with seemingly very little people actually benefitting from the change, i suggest that either they pull the plug on this, fix it, or give us a choice of wether we used the quality control method (direct 3d i think it is) or the older method, which at least made the game playable.
I simply cannoy monk effectively when anybody is using lightning, simply becuase a great deal of monking is surprisingly based on sound. With the sound off i notice my monking ability goes down dramatically, as sound tells you about the environment while you concentrate on healing. Having the sound on with lightning damage flying around is only slightly better than having the sound off.
All in all thats another thing that my PC rejects about guildwars. The graphics problem so many games have with the frankly crap GeForce 4000 MX (I hate you NVidea) and now this sound problem isnt making GW a very enjoyable game to play at the moment. pls pls ANET, Fix it asap, and dont do what GeForce do, and simply ignore the problem, hoping that we upgrade our sound cards, cos some of us cant afford new sound cards and Factions you know....
Peewee
Quote:
Originally Posted by Klmpee
idk those r to leet for sound.
To turn of the option.. f 11 then turn quality off all the way.. i like the sounds tho |
That isnt working for me. The weapons and spell sounds all sound dull or faulty even with it 'turned off', and spell sounds are still missing.
The truth is i dont think knocking the slider down all the way actually switches the new method they are using for sounds. I dont think the same program is being used, so what you suggest is rather like asking me to fiddle with Graphics Equaliser on WMP when i want it to sound as good as Real or Quicktime.
Trouble is, i think ANET are proberly fairly swamped at the mo with the beta coming up, and the recent server problems. I appreciate the new graphical upgrade (some textures/reflections/lighting are working that didnt before) but this sound problem has to be sorted. Think of the Children!......who, erm....need the sound to live....or something......
Sagius Truthbarron
Ever since they 'improved' the ingame sounds I've been having a hard time hearing any ingame effects at all.
koa_Torqual
Please can I bring people's attention if I haven't done already to the principal change in this new sound engine.
The positional audio is now relative to your character, and not the camera as it was before.
Therefore events that happen close to your character are very loud - events far from your character are quiet.
Sounds no longer get quieter/louder as you zoom out/in, and they are no longer louder in the foreground of the screen/quieter in the background of the screen.
This is actually a major counter-intuitive change as you are 'seeing' in the third person through the camera and 'hearing' in the first person through the character.
With the old system you saw and heard from the same position. This is how sound is implemented in a whole host of games with 3D audio - think AOE3 or Rome: Total War. Key thing is that volume changes as you zoom in/out and you get a sense of depth and distance, of relative time and space. You felt like you were actually observing a real event.
The misalignment of visual and audio is actually uncomfortable for the brain to process at a subconscious level and this is why people are possibly not enjoying the sound, without realising completely why.
I think that, if people are going to ask for stuff to be put back how it was, they should be specific about what and the reasons why. I really think that this positional audio change is the main reason for people's dissatisfaction and that the feedback should be specifically directed to Arenanet.
I encourage everyone to experiment by running around the fire at Yak's Bend and swivelling the view a little. Ask yourself if it sounds 'right' and, if not, please post feedback somewhere, anywhere!!
The positional audio is now relative to your character, and not the camera as it was before.
Therefore events that happen close to your character are very loud - events far from your character are quiet.
Sounds no longer get quieter/louder as you zoom out/in, and they are no longer louder in the foreground of the screen/quieter in the background of the screen.
This is actually a major counter-intuitive change as you are 'seeing' in the third person through the camera and 'hearing' in the first person through the character.
With the old system you saw and heard from the same position. This is how sound is implemented in a whole host of games with 3D audio - think AOE3 or Rome: Total War. Key thing is that volume changes as you zoom in/out and you get a sense of depth and distance, of relative time and space. You felt like you were actually observing a real event.
The misalignment of visual and audio is actually uncomfortable for the brain to process at a subconscious level and this is why people are possibly not enjoying the sound, without realising completely why.
I think that, if people are going to ask for stuff to be put back how it was, they should be specific about what and the reasons why. I really think that this positional audio change is the main reason for people's dissatisfaction and that the feedback should be specifically directed to Arenanet.
I encourage everyone to experiment by running around the fire at Yak's Bend and swivelling the view a little. Ask yourself if it sounds 'right' and, if not, please post feedback somewhere, anywhere!!
jimmy_logic
I guess they couldn't roll this part of the update back... it is annoying when you whacking something and no sound comes out!!!
Also I wonder why the beta testers didn't pick this out.... ~_~
Regards
Also I wonder why the beta testers didn't pick this out.... ~_~
Regards
Sectus
I really hope anet fixes this problem as soon as possible, it makes the experience a lot less enjoyable with all these sound problems. I sent a bug report to anet support regarding this, and after 2 days I was really disappointed to get a response recommending me to update my *video* drivers and saying that would fix the problem. What's even worse is that I even had the newest versions of those drivers, something anet support could easily have checked by reading the dxdiag.txt I sent them.
I sent an update regarding my problem to anet support, suggesting they'd get whatever programmers are in charge of those sound engine updates to be aware of these sound problems. Although I have a bad feeling I'll get another dumb suggestion such as updating my monitor drivers or whatever.
I get the impression anet aren't properly aware of these problems. Their test machines are probably equipped with good new hardware, probably only sound cards which meets the exact specifications the new sound engine requires. Which may be why anet didn't catch the bugs before they released the new build with the new sound improvements.
If Gaile Gray or another anet employee reads this, PLEASE make sure the right people are aware of these sound problems. I'm not currently playing the game until these problems are fixed. Having no music, and sounds either looping or not playing at all takes away a lot of the enjoyment from the game.
To try to define the problem better, here are the exact symptoms I'm getting:
-Certain sounds will loop 4-5 times before ending. It seems to be random which sounds loop.
-Music stops working after playing one tune (except for the login screen, where it stops working after the second tune). Loading a new area resets the music problem, but it still stops working after one tune. I'm using Directsong, but I don't know if it's related.
-There's random distorted pops and cracks to the sound. Very noticable when wearing headphones.
-Certain sounds will not play at all. It seems to be random which sounds doesn't play.
The sound card I'm using is an onboard Sound Blaster Live on a MSI K8N Diamond motherboard with an nforce chipset.
I sent an update regarding my problem to anet support, suggesting they'd get whatever programmers are in charge of those sound engine updates to be aware of these sound problems. Although I have a bad feeling I'll get another dumb suggestion such as updating my monitor drivers or whatever.
I get the impression anet aren't properly aware of these problems. Their test machines are probably equipped with good new hardware, probably only sound cards which meets the exact specifications the new sound engine requires. Which may be why anet didn't catch the bugs before they released the new build with the new sound improvements.
If Gaile Gray or another anet employee reads this, PLEASE make sure the right people are aware of these sound problems. I'm not currently playing the game until these problems are fixed. Having no music, and sounds either looping or not playing at all takes away a lot of the enjoyment from the game.
To try to define the problem better, here are the exact symptoms I'm getting:
-Certain sounds will loop 4-5 times before ending. It seems to be random which sounds loop.
-Music stops working after playing one tune (except for the login screen, where it stops working after the second tune). Loading a new area resets the music problem, but it still stops working after one tune. I'm using Directsong, but I don't know if it's related.
-There's random distorted pops and cracks to the sound. Very noticable when wearing headphones.
-Certain sounds will not play at all. It seems to be random which sounds doesn't play.
The sound card I'm using is an onboard Sound Blaster Live on a MSI K8N Diamond motherboard with an nforce chipset.
Sectus
I asked a few friends who has the same sound problems as me and they told me what sound cards they're using. Those mentioned were Sound Blaster Live and different versions of Sound Blaster Audigy (1, 2 and 2 ZS). I asked a few people without the sound problems, and they were using an integrated AC'97 sound card.
Sounds like the problem is most likely related to Sound Blaster cards.
Sounds like the problem is most likely related to Sound Blaster cards.
The Muffen Man
Quote:
Originally Posted by Gaile Gray
I would like to provide you with some information on this situation, kindly provided by our Server Team:
We recently increased the number of options for sound. The audio quality bar only enables hardware acceleration at the highest two setting levels (the ones to the right of center). If you are noticing problems at these levels, try turning the slider down to one of the three lower positions (on the left). Now, what's important to note is that the center setting should be approximately equivalent to the performance settings of the old audio system. So you won't be getting poorer sound with that change, and it may do the trick to fix the problem. The two lower settings should provide additional CPU savings for lower-end system by reducing the allowable number of simultaneous voices. Hope this helps, and please continue to report if you have unresolved issues. |
TomD22
It is surprising how much i rely on sound as a monk (as someone said above) - particularly, when playing prot monk i use the distinctive sound of warriors hitting people to help me spot who needs guardian (no bar-watching for me :P)
I, and others in my guild, have a lot of the same problems mentioned previously. Some sounds don't play at all. Some don't play properly (my warrior makes a swooshing miss noise quite often even when he's hit the target). Most annoyingly, some sounds loop both during and after the battle. In one particular instance, 5 out of the 8 in our team could all hear restore conditions looping for the whole time of the countdown to the next match.
I have a Creative Audigy 4, and i'm using a 5.1 setup with the slider on full. I can't speak for the setups others in my guild have of course.
(i very much agree with whoever said above that having sounds relative to the character not the camera is very, very counterintuitive. Even if the bugs are fixed, this is always going to sound wrong to most people's ears.
I, and others in my guild, have a lot of the same problems mentioned previously. Some sounds don't play at all. Some don't play properly (my warrior makes a swooshing miss noise quite often even when he's hit the target). Most annoyingly, some sounds loop both during and after the battle. In one particular instance, 5 out of the 8 in our team could all hear restore conditions looping for the whole time of the countdown to the next match.
I have a Creative Audigy 4, and i'm using a 5.1 setup with the slider on full. I can't speak for the setups others in my guild have of course.
(i very much agree with whoever said above that having sounds relative to the character not the camera is very, very counterintuitive. Even if the bugs are fixed, this is always going to sound wrong to most people's ears.
IKNOW
Same problem here too.
Please fix this Anet, it's driving me INSANE!!!
Please fix this Anet, it's driving me INSANE!!!
angshuman
Sound Card: SB Live! 24-bit
Problem: No Music at all!
I tried all quality settings, all volume levels for all sliders, etc. etc. All other sounds (effects, skills) work fine at all quality levels.
Problem: No Music at all!
I tried all quality settings, all volume levels for all sliders, etc. etc. All other sounds (effects, skills) work fine at all quality levels.
eudas
It also seems that many of the people who are reporting problems on this thread mention the DirectSong upgrade, so I'd suggest that Anet look at that.
eudas
eudas
GraceAlone
No DS other than the free download for me, and it still has problems. I'm going to submit the issue to Anet when I get home just to add my .02 cents to things.
tlr1293
Quote:
Originally Posted by Gaile Gray
I would like to provide you with some information on this situation, kindly provided by our Server Team:
We recently increased the number of options for sound. The audio quality bar only enables hardware acceleration at the highest two setting levels (the ones to the right of center). If you are noticing problems at these levels, try turning the slider down to one of the three lower positions (on the left). Now, what's important to note is that the center setting should be approximately equivalent to the performance settings of the old audio system. So you won't be getting poorer sound with that change, and it may do the trick to fix the problem. The two lower settings should provide additional CPU savings for lower-end system by reducing the allowable number of simultaneous voices. Hope this helps, and please continue to report if you have unresolved issues. |
Sorry Gaile - bad info. Nothing changes and it really is getting on the nerves, I should say. It does feel as if I am now playing a second-tier game. The sound was amazing before and now it is not. I feel that sums it up: very simple, no need for all the hairy details on my well-packed GW playing machine. It matters not as the sound engine was great...and now sucks.
The best solution was given over and over and over again: provide players with a nice on/off button. Off if you want sound as it was before...On if you want the new sound.
What I also find a bit discouraging is that those that don't seem to be having a problem don't really have anything in common and I don't think they may be understanding of what we don't hear - things that we have heard for almost a year and the minor anomolies that do not belong. I have messed with my internal hardware settings, in-game settings (slider bar), updated drivers (oh, wait - there are none - I had the latest drivers for the past 3 months now - before the update), and everything in-between. I now have the internal settings back to where they were and the in-game slider bar dead center...bad, bad sound still.
I do find myself playing less, and yes - it is because the sound, while playing, is hideous. Hideous to the point of just saying ---- it! and logging off. I hate that I do that - I want to play GW.
Edit...I have no Direct Song free upgrade. I have what the came with the game in the original box, the updates provided by ArenaNet, and no other anything. I guess you could say the game-state is about as pure as you can get it.
Eden2k5
I know what the problem is in some cases. I have a pretty good sound card, but I always use headphones. Im pretty sure it's setup to use 4 or 6 speaker output thats why your getting weird sounds and reverberations.
Either way I prefer the older sound engine. Did anyone ever complain about that? Changing the slider back and forth really doesen't remove the sound anomalies. Having the slider completley to the left in what people say as "off" sure as hell doesen't make it off. It still is trying to emulate DS3D, sound effects play at very low volume and are intermittent.
Either way I prefer the older sound engine. Did anyone ever complain about that? Changing the slider back and forth really doesen't remove the sound anomalies. Having the slider completley to the left in what people say as "off" sure as hell doesen't make it off. It still is trying to emulate DS3D, sound effects play at very low volume and are intermittent.
Sagius Truthbarron
Quote:
Originally Posted by TomD22
(my warrior makes a swooshing miss noise quite often even when he's hit the target).
|
I can only hope they put the sound back to the way it was.
Count to Potato
Sound problems might not be because of guildwars
EternalTempest
Detailed Information
CPU
AMD Athlon64 3400+ (older 754 pin version w/ 1mb L2 Cache)
Motherboard:
VIA K8T800 Chipset = Via Hyperion Pro 5.04 Driver (11 Oct 2005)
Audio:
Creative Labs Audigy 2 ZS = Driver 2.08.0004 (24 Jan 06)
OS
Windows XP Pro w/ Service Pack 2
(All Windows update critical and rec installed + additional hotfixes not found on windows update)
Direct X
DX9c (with all manged code up to Feb 06)
GW Settings
Sound Quality = All the way Maxed
DirectSong = OST, SF, Battle Pak1, Morrowind
WMP 10 with all patched (ver 10.00.00.3990)
I use headphones. I do get "looping" on certain spells
CPU
AMD Athlon64 3400+ (older 754 pin version w/ 1mb L2 Cache)
Motherboard:
VIA K8T800 Chipset = Via Hyperion Pro 5.04 Driver (11 Oct 2005)
Audio:
Creative Labs Audigy 2 ZS = Driver 2.08.0004 (24 Jan 06)
OS
Windows XP Pro w/ Service Pack 2
(All Windows update critical and rec installed + additional hotfixes not found on windows update)
Direct X
DX9c (with all manged code up to Feb 06)
GW Settings
Sound Quality = All the way Maxed
DirectSong = OST, SF, Battle Pak1, Morrowind
WMP 10 with all patched (ver 10.00.00.3990)
I use headphones. I do get "looping" on certain spells
Sectus
After writing a more extensive report on the sound problems to anet support I got much better response this time:
At least we know anet is working on a solution. Now we just gotta wait for it be fixed.
Quote:
Hello Remi, Thanks for contacting the Guild Wars customer support team. We always appreciate hearing from our players. The problem you have reported is a known issue and the development team is already working on an appropriate solution. However, we are going to forward your enquiry to our QA department in order to provide the development team with as much information as possible. Thank you very much for your patience and understanding, as well as your interest in helping to improve Guild Wars. Please feel free to contact the support team again if you encounter any other problems. Regards, GM Trent NCsoft Europe Guild Wars Customer Support |
Loki Gladius
Quote:
Originally Posted by Sectus
At least we know anet is working on a solution. Now we just gotta wait for it be fixed.
|
Hope its fixed soon, they should just revert the update and then apply it again when the issues are fixed.
koa_Torqual
What would be awesome would be an 'Enable Improved Sound' button in Options. This would enable those people that want the new 'improved' sound to check it, and those who loved the game sound exactly as it was to have that.
Moving the slider does not give you as-was sound, because as-was sound was positional audio from the camera. Even without sound errors, the new 'style' sound is undesirable to me, the customer and future Factions buyer.
Please, please, it's really simple ANet. We didn't request these changes and are unhappy about them. Restoring what we had before would make so many people happier and putting effort blindly and stubbornly in trying to make the new sound work (and changing/challenging everyone's systems and settings in the process) is really counter-productive and damaging your customer relations.
Please just give the option to have sound exactly as before. I feel like many, like we have had something taken from us. Nothing in it's place will be as good as it was previously. Don't waste time and effort, just give us the option. Please.
Moving the slider does not give you as-was sound, because as-was sound was positional audio from the camera. Even without sound errors, the new 'style' sound is undesirable to me, the customer and future Factions buyer.
Please, please, it's really simple ANet. We didn't request these changes and are unhappy about them. Restoring what we had before would make so many people happier and putting effort blindly and stubbornly in trying to make the new sound work (and changing/challenging everyone's systems and settings in the process) is really counter-productive and damaging your customer relations.
Please just give the option to have sound exactly as before. I feel like many, like we have had something taken from us. Nothing in it's place will be as good as it was previously. Don't waste time and effort, just give us the option. Please.
Formina
Quote:
Originally Posted by Sectus
I asked a few friends who has the same sound problems as me and they told me what sound cards they're using. Those mentioned were Sound Blaster Live and different versions of Sound Blaster Audigy (1, 2 and 2 ZS). I asked a few people without the sound problems, and they were using an integrated AC'97 sound card.
Sounds like the problem is most likely related to Sound Blaster cards. |
Sectus
Quote:
Originally Posted by Formina
I'm using an intergrated AC'97 sound card - and i'm still having problems.
|
Ensign
To sum up the problems with the 'new, horrible sound':
*The music cuts out after a single track, pretty much nullifying the point of having music in the game.
*Many sound effects now loop after playing (or not playing) once, giving maddening echoes. Many skills in the game have distinctive sound cues, and they are made useless if they're going to auto-loop and play every two seconds whether those skills are being used or not.
*Pseudo-surround sound works ok if you have a good pair of headphones that can take advantage. If you're not using a good pair of headphones, but instead are using desk speakers or the like, the new feature is not 'pesudo-surround sound', but 'it sounds like shit if the action isn't right in front of your character.'
*If you're using a good pair of headphones the directional sound detracts from the game and disorients instead of making the game more immersive. This is for the reason koa keeps harping on, because the surround vector uses your character instead of the camera. If you play zoomed out and scroll around your character to scan the battlefield during a fight (as most good players do) the directional sound gives you nothing but bad information. Just as a simple example, if I'm playing zoomed out and an enemy attacks me from behind, all of the attacks sound as though they're behind me even though I'm staring right at the people hitting me. That isn't immersive, that's disorienting.
*Adjusting the 'sound quality' slider does not address any of these issues at all. With the sound slider all the way up, I hear a looping, metallic Vampiric Gaze noise on my desktop speakers with stunning clarity. Turning the slider up does not fix the sound issues. All it does is reaffirm that the new sound engine is crap in stunning clarity.
Right now, the only slider that can adjust the disorienting, buggy, looping, metallic sound is the 'volume' slider, set to off. I don't know who thought that launching a broken sound system on the live servers was a good idea, but my feeling right now is that person should be having ideas for a different company.
Peace,
-CxE
*The music cuts out after a single track, pretty much nullifying the point of having music in the game.
*Many sound effects now loop after playing (or not playing) once, giving maddening echoes. Many skills in the game have distinctive sound cues, and they are made useless if they're going to auto-loop and play every two seconds whether those skills are being used or not.
*Pseudo-surround sound works ok if you have a good pair of headphones that can take advantage. If you're not using a good pair of headphones, but instead are using desk speakers or the like, the new feature is not 'pesudo-surround sound', but 'it sounds like shit if the action isn't right in front of your character.'
*If you're using a good pair of headphones the directional sound detracts from the game and disorients instead of making the game more immersive. This is for the reason koa keeps harping on, because the surround vector uses your character instead of the camera. If you play zoomed out and scroll around your character to scan the battlefield during a fight (as most good players do) the directional sound gives you nothing but bad information. Just as a simple example, if I'm playing zoomed out and an enemy attacks me from behind, all of the attacks sound as though they're behind me even though I'm staring right at the people hitting me. That isn't immersive, that's disorienting.
*Adjusting the 'sound quality' slider does not address any of these issues at all. With the sound slider all the way up, I hear a looping, metallic Vampiric Gaze noise on my desktop speakers with stunning clarity. Turning the slider up does not fix the sound issues. All it does is reaffirm that the new sound engine is crap in stunning clarity.
Right now, the only slider that can adjust the disorienting, buggy, looping, metallic sound is the 'volume' slider, set to off. I don't know who thought that launching a broken sound system on the live servers was a good idea, but my feeling right now is that person should be having ideas for a different company.
Peace,
-CxE
The Muffen Man
Quote:
Originally Posted by Ensign
To sum up the problems with the 'new, horrible sound':
*The music cuts out after a single track, pretty much nullifying the point of having music in the game. *Many sound effects now loop after playing (or not playing) once, giving maddening echoes. Many skills in the game have distinctive sound cues, and they are made useless if they're going to auto-loop and play every two seconds whether those skills are being used or not. *Pseudo-surround sound works ok if you have a good pair of headphones that can take advantage. If you're not using a good pair of headphones, but instead are using desk speakers or the like, the new feature is not 'pesudo-surround sound', but 'it sounds like shit if the action isn't right in front of your character.' *If you're using a good pair of headphones the directional sound detracts from the game and disorients instead of making the game more immersive. This is for the reason koa keeps harping on, because the surround vector uses your character instead of the camera. If you play zoomed out and scroll around your character to scan the battlefield during a fight (as most good players do) the directional sound gives you nothing but bad information. Just as a simple example, if I'm playing zoomed out and an enemy attacks me from behind, all of the attacks sound as though they're behind me even though I'm staring right at the people hitting me. That isn't immersive, that's disorienting. *Adjusting the 'sound quality' slider does not address any of these issues at all. With the sound slider all the way up, I hear a looping, metallic Vampiric Gaze noise on my desktop speakers with stunning clarity. Turning the slider up does not fix the sound issues. All it does is reaffirm that the new sound engine is crap in stunning clarity. Right now, the only slider that can adjust the disorienting, buggy, looping, metallic sound is the 'volume' slider, set to off. I don't know who thought that launching a broken sound system on the live servers was a good idea, but my feeling right now is that person should be having ideas for a different company. Peace, -CxE |
EF2NYD
They should really change it back to the way it was before instead of leaving us with broken sound until they figure out how to make it work. Aren't there testers for this?
DaerunAxis
GW sounds like it is underwater now. I found that with sound quality all the way to the left, it sounds better (at least on my speakers) and i don't lose any sound effects
koa_Torqual
Glad to hear that my harping sunk in somewhere
Just finished this evening's session.
Impressions from playing with my E/N:
Was Rotting Flesh supposed to make a sound? It doesn't for me.
I think I did hear this Healing Signet loop for the first time, on a Snow Ettin that was using it.
Large parties are bad, especially with lots of hitting all at the same time near your character. You want to turn the volume down and quieter sounds are lost.
Fire Storm and Phoenix are really quiet now.
After 30 mins I was ready to switch off.
After 1 hour I had grown more 'tolerant' - I only wonder if someone did a little work on the sound engine tonight (surely not) because I seemed to feel less despondent as the night went on. Maybe it's because the memory of how good the sound used to be was wearing off. Or maybe because I was able to show myself I could still enjoy the game with crap sound.
Actually it's probably because I made a couple of changes:
OLD POSITIONS:-
Music slider 75%
Background slider 75%
Sound effect slider 75%
NEW POSITIONS:-
Music slider 100%
Background slider 75%
Sound effect slider 50%
It's the beginnings of a coping strategy, I guess.
A friend of mine with 5.1 sound (4-speakers) said he quite liked the new positional audio. He had lost his music however. I told him I have 2-speakers and I don't like it, and don't have music either.
The answer is relatively simple I think. Allow user to:
1) Specify whether they have 2, 4 or 6 speakers
2) Choose whether they want positional sound at the character or the camera
This is much better than assuming that everybody suddenly now has 4 speakers instead of 2 and wants to hear in the first person.
Another alternative is of course the much-desired 'roll back to old sound' button.
NOTES:
Was using Dell Dimension 8250, Soundblaster Audigy 4, DX Sound Accelearation FULL, GW Sound Quality slider FULL RIGHT
Just finished this evening's session.
Impressions from playing with my E/N:
Was Rotting Flesh supposed to make a sound? It doesn't for me.
I think I did hear this Healing Signet loop for the first time, on a Snow Ettin that was using it.
Large parties are bad, especially with lots of hitting all at the same time near your character. You want to turn the volume down and quieter sounds are lost.
Fire Storm and Phoenix are really quiet now.
After 30 mins I was ready to switch off.
After 1 hour I had grown more 'tolerant' - I only wonder if someone did a little work on the sound engine tonight (surely not) because I seemed to feel less despondent as the night went on. Maybe it's because the memory of how good the sound used to be was wearing off. Or maybe because I was able to show myself I could still enjoy the game with crap sound.
Actually it's probably because I made a couple of changes:
OLD POSITIONS:-
Music slider 75%
Background slider 75%
Sound effect slider 75%
NEW POSITIONS:-
Music slider 100%
Background slider 75%
Sound effect slider 50%
It's the beginnings of a coping strategy, I guess.
A friend of mine with 5.1 sound (4-speakers) said he quite liked the new positional audio. He had lost his music however. I told him I have 2-speakers and I don't like it, and don't have music either.
The answer is relatively simple I think. Allow user to:
1) Specify whether they have 2, 4 or 6 speakers
2) Choose whether they want positional sound at the character or the camera
This is much better than assuming that everybody suddenly now has 4 speakers instead of 2 and wants to hear in the first person.
Another alternative is of course the much-desired 'roll back to old sound' button.
NOTES:
Was using Dell Dimension 8250, Soundblaster Audigy 4, DX Sound Accelearation FULL, GW Sound Quality slider FULL RIGHT
TheOneAndOnlyX
Look At The New Update Your All Saved
blue cheez
Dude!!! They also got rid of the "clink-clink" sounds made by a sword and axe, and changed it into like a punching noise! The next time you have a bunch of warriors balling up on you, listen to it! D:
jimmy_logic
All I heard was me swinging my axe in thin air... woosh woosh... even if I was hitting the person. Let me guess we are beta testing the sound engine for them?
TideSwayer
Quote:
Originally Posted by blue cheez
Dude!!! They also got rid of the "clink-clink" sounds made by a sword and axe, and changed it into like a punching noise! The next time you have a bunch of warriors balling up on you, listen to it! D:
|
Other than the 'miss' sound appearing for 'hits' now a lot of the time, I haven't noticed anything different with the sound. I have a Soundblaster Live card btw.
GraceAlone
Quote:
Update - Tuesday March 14 Fixed a bug that caused some users to experience sound dropouts. Fixed a number of audio glitches and performance problems in the Fire Island Chain. Fixed an issue that caused DirectSong to stop playing music after the first song. |
wolfe2dale
No, sound problems still exist as of last night...Come on Anet, are you going to be one of those companies that let's the bugs spiral out of control until noone wants to play anymore?
Ensign
It addressed a few of the problems. The 'feature' problems are still there.
I've identified the bizarre directional audio a bit better. It apparently uses the position of your character, but the vector of your camera. So if you're wanding something and swing the camera around so that the target is right in front of you, it'll sound like it's far behind you.
It still sounds like utter crap if the action isn't happening right in front of you.
They fixed the maddening Healing Signet / Vamp Gaze / whatever echoing so that's a good start, though.
Peace,
-CxE
I've identified the bizarre directional audio a bit better. It apparently uses the position of your character, but the vector of your camera. So if you're wanding something and swing the camera around so that the target is right in front of you, it'll sound like it's far behind you.
It still sounds like utter crap if the action isn't happening right in front of you.
They fixed the maddening Healing Signet / Vamp Gaze / whatever echoing so that's a good start, though.
Peace,
-CxE
koa_Torqual
Ensign you're correct.
OK I have downloaded the update and trialled for half an hour.
Positives:
The music is back outside of towns (although there seems to be a very long pause between each track)
Couple of things like Rotting Flesh spell and some Fire spells now make a noise again
Negatives:
There are still severe balancing issues - some combat sound effects (such as hits landing) are still EXTREMELY loud - others such as Necro/Elem/Ranger skills are really quiet. Meanwhile the music seems quieter than before.
In the old sound I had Music, Background and Effects sliders all nicely at 75% and everything was balanced perfectly. Now I have Music at 100%, Background 75% and Sound Effects 50%, and it's still not comfortable.
The annoying positional audio remains in effect. I have the feeling this will never be rolled back - but - Arenanet PLEASE give us a button. This new 3D sound really doesn't work for anyone with two speakers. Look, it's not just me complaining!
In Summary:
Thankyou for restoring the music.
Please reduce the sound level of hits landing (esp near your character) as it drowns out music, spells and other skills.
Please boost the music volume to its original level.
Please introduce CHOICE around positional audio.
NOTES: Soundblaster Audigy 4, Sound Quality Maximum, DX Sound Hardware Acceleration Full
OK I have downloaded the update and trialled for half an hour.
Positives:
The music is back outside of towns (although there seems to be a very long pause between each track)
Couple of things like Rotting Flesh spell and some Fire spells now make a noise again
Negatives:
There are still severe balancing issues - some combat sound effects (such as hits landing) are still EXTREMELY loud - others such as Necro/Elem/Ranger skills are really quiet. Meanwhile the music seems quieter than before.
In the old sound I had Music, Background and Effects sliders all nicely at 75% and everything was balanced perfectly. Now I have Music at 100%, Background 75% and Sound Effects 50%, and it's still not comfortable.
The annoying positional audio remains in effect. I have the feeling this will never be rolled back - but - Arenanet PLEASE give us a button. This new 3D sound really doesn't work for anyone with two speakers. Look, it's not just me complaining!
In Summary:
Thankyou for restoring the music.
Please reduce the sound level of hits landing (esp near your character) as it drowns out music, spells and other skills.
Please boost the music volume to its original level.
Please introduce CHOICE around positional audio.
NOTES: Soundblaster Audigy 4, Sound Quality Maximum, DX Sound Hardware Acceleration Full
swiftygem
Before the recent patch, it was quite fine for me, except for the positional audio obviously. But now, I can't hear the hits landing, until I move the audio slider to the middle and the back to high position. What a great audio fix.
Loralai
Interestingly, I was having no problems pre-yesterday's patch. Now, I have become the "silent killer." My attacks make absolutely no noise, nor do those of my enemies. The only "melee sound" I am hearing is that of interrupts.
DABhand
I was wondering why my hammer was making a "hitting a pillow" sound..
:P
:P