Jump to content

Search the Community

Showing results for tags 'sound'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • PLAYERUNKNOWN'S BATTLEGROUNDS
    • Forum Rules & Guidelines
    • Report A Player & Appeals
  • Game Announcements & Forum Info
  • Gameplay Discussion & Suggestions
  • PC
    • PC News & Patch Notes
    • Game Discussion & Feedback
    • Help & Troubleshooting
    • Bug Reports & Known Issues
    • Test Server
  • Xbox
    • Xbox News & Patch Notes
    • Game Discussion & Feedback
    • Help & Troubleshooting
    • Bug Reports & Known Issues
    • Test Server
  • PS4
    • PS4 News & Patch Notes
    • Game Discussion & Feedback
    • Help & Troubleshooting
    • Bug Reports & Known Issues
    • Test Server
  • PUBG API Community Developers
    • Getting Started
    • Announcements
    • Community Developer General Discussion
    • Community Developer Projects
    • Community Developer Help
  • Community
    • Introductions
    • Looking For Players
    • Community Content
    • Off Topic
  • Other Languages
    • Russian
    • Portuguese
    • Polish
    • Turkish
    • Spanish
    • German
    • French
    • Italian

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me

Found 99 results

  1. Wonder why you can’t quite figure out where that shot is coming from? It’s most likely not your fault, it’s still the game’s. I first noticed this when I was walking around waiting for a match to start, trying to figure out which character is attached to what voice isn’t that easy, while it should be fairly easy... right? What’s in front of you is centered, what’s to your right should be panned hard-right, however when you’re running, walking, turning or whatever, the position where the sound comes from is delayed. Meaning that it takes a - idk, a few hundred milliseconds ? - for PUBG to play the sound from the right “direction”. For instance, when there is a shot coming from exactly NW, but you’re spinning in circles for whatever reason, the gunshot sound will **NOT** come from exactly NW because the panning is behind - idk, a few hundred milliseconds ? -. Idk if this is a bug, or whether or not Bluehole intended it to be like this, it shouldn’t be there in a game like this.
  2. Beschreibung des Bugs: An den Docks in Sanhok habe ich Fragmente einer Waffe und sonstiger Ausrüstung gesehen. Plötzlich gab es um mich herum Schritte und Geräusche, als würde jemand seine Ausrüstung sortieren, die Waffe nachladen usw. Der Sound war so laut, dass die Person eigentlich direkt neben mir stehen müsste, aber da war niemand. Mein Mate war schon ein Stück weiter, hat aber auch niemand bei mir gesichtet. Die Schritte um mich herum waren bestimmt ne Minute lang zu hören. Datum des Bugs: 02.06.2018 Server: Experimental Server Versuchte Behebung des Bugs: - Andere relevante Details: Eine runde zuvor hatte ich gedacht, mein Mate ist noch in meiner Nähe, aber er war schon 100 Meter weiter. Evtl waren die gehörten Schritte von ihm, aber wurden mit einem mega Delay abgespielt. Starteinstellungen des Spiels: Keine vorhanden Systemspezifikationen: Windows 10 1803 AMD Ryzen 5 1600x Asus B350-Plus Nvidia GeForce GTX 970 16 GB RAM Hyper-X Cloud 2 Wiederholbarkeit: In 2 von 3 Matches aufgetreten. Somit aktuell bei 66%. Direkt nachstellbar aber nicht. Tritt irgendwann während des Matches auf. Beispiel: Leider nicht festgehalten. Wenn es noch Mal auftreten sollte, werde ich per Nvidia Shadow die Szene aufnehmen und hochladen.
  3. Now the gun sounds just sound really bad. I played last night and the sounds made no sense. The Kar 98 sounds like a 99 cent cap gun now. Its like the gun sounds are super low bit rate from certain directions. We also ran into issues where people were shooting but no sound was heard as well as someone right next to me that sounded 100 meters above me. I really wish they didn't mess with the audio.
  4. The water sound stops after I open the tab screen and pick up some ammo. (16:45 in the video) I think this happens on the main server too.
  5. Bug description: 1) Press "START". 2) Your game must be loaded (loading screen is dissapeared) only when plane is alredy on fly. 3) No sound is present untill you press "F" (jump out a plane). Date seen: since release till today. Server: EU. Troubleshooting Attempted: reinstalling the game, reinstalling OS, buying new PC, etc. Launch Options: no options. System Specification: Operating System: Windows 10, 1709 build Graphics Card: GTX 950 CPU: Ryzen R7 1700 RAM: 16 Gb Additional information may be requested, but this is an old bug, caused not by gamer's crooked hands. P. S. I'm ready to help with debugging code.
  6. Since I think about 2 updates ago, I started noticing my sound is EXTREMELY soft. I am using a Razor Kraken USB headset and all volume settings are maxed out aswell as ingame sound settings yet I can barely hear anything. This is especially troublesome when playing with friends because when they talk I can't here anything ingame. Please note that this is also restricted to PUBG and I don't have problems with sound in any of the other games I play.
  7. После последнего обновления совершенно не могу понять где находится противник (стрельба, езда авто, шаги и т.д.). Проблема только у меня? Или отключили поддержку китайских ушей? (:rofl:)
  8. I thought this was an invisible hacker but I would have hit him. I think player footsteps are being reported to the wrong part of the map! I have been killed by people I never heard recently. This could explain why. I'm hearing footsteps from someone somewhere else on the server. So the people he is near never hear him.
  9. Issue 1: Panning for some sounds, including gunshots and vehicle engines, is significantly and adversely affected by the player's altitude relative to the sound. Other sounds, particularly ones which go through an HRTF filter like footsteps and vehicle fires (i.e. exploded vehicles), are panned correctly regardless of player's orientation relative to sound. Let vectors: s: position of sound emitter relative to player's position u_forward: unit vector extending forward from player's viewangle u_up: unit vector extending upward from player's viewangle u_left: unit vector extending leftward from player's viewangle Let s_flat = s - proj(s onto u_up) The angle relevant to panning appears to be the angle between s_flat and u_forward. In other words, panning of sounds is decided by the position of the sound relative to the player in a top down projection of space relative to the player's head. This is an unusual way for a game to handle stereo panning in 3D space, and it creates problems locating sounds when a player is looking up or down. The angle relevant to stereo panning is usually the angle between s and u_left. Looking up and down while gun fires. Notice how panning gets more extreme the farther up or down player is looking. Looking left and right while looking down while gun fires. Notice how abruptly panning jumps from hard-left to hard-right, and vice versa. A player running around the camera while the camera is pointing straight down. Notice how panning is not abruptly jumping from left to right, and vice versa. Issue 2: For the same sounds affected in issue 1, panning of these sounds is limited the the 90-degree arcs directly in front of and behind the player. If the sound occurs outside of these arcs, it's either panned hard-left or hard-right. This is a problem because it's impossible to pinpoint from exactly where a sound originated if it's coming from off to the side of the player. Other sounds, particularly ones which go through an HRTF filter like footsteps and vehicle fires (i.e. exploded vehicles), are panned (and HRTF filtered) smoothly and continuously for all 360 degrees around the player. Full rotation while gun fires. Notice the time the gunshot sound is "stuck" in the hard-left and hard-right pannings. Waveform of video. A player running around the camera while the camera is pointing at horizon. Notice how sound expresses player's position accurately at all times. Regarding issues 1 and 2: It would be ideal if all sounds in the game, especially those which are gameplay critical, were to behave the same with respect to panning. Ideally, this would mean all of these sounds would behave like the footsteps example, going through an HRTF filter to retain full and correct 3D positioning information through stereo headphones.
  10. I have observing a new bug after the latest game update. Sometimes the game sounds like a robotic sound for about 30 seconds. Sometimes the L and R are switched. This is happening only in the latest game version. The sound driver is the latest official.
  11. This seems to still be happening fairly often from the bombing or grenade explosion. It sounds like every window in the game is breaking at once and the audio crashes and freezes for 5 seconds. Is there a fix in site?
  12. Hello there, I am experiencing issues with footstep sounds for quite some time now. The problem is that I don't hear enemy footsteps at all. Players in my team seem to be far louder. When spectating my teammates however, enemy footsteps all of the sudden seem to be there. This is why I am asuming it is a bug rather than my sound setup or anything else. If I am wrong though and there is in fact a solution to this then please let me know, since it is a big disadvantage for me. Thank you!
  13. Bug Description: I was playing third person solo on Erangel, and I could hear the footsteps of another player (as if they were right next to me) when there was no player in sight. At first I thought there was an invisible player who was cheating, so I quit immediately to watch the replay in hopes of reporting this cheater. But, after watching the replay, it appears that there was no player in my vicinity. The only justification I can come up with is that audio (footsteps) from one house was audible inside and around another house. There was another player around 300 meters away from me who was acting erratically in the replay, almost as if he could hear my audio around him as well. Check it out. Date Seen: 1/14/2018 @ 3:30am Server: NA (Not Test Server) Troubleshooting Attempted: Watched replay to find that another player was acting erratically as if they could hear my audio as well. Other Information: took a screenshot of the map. The houses next to me (shhlopes) and benbor are the two in question
  14. Merhabalar: Ben leasoft sound booster programını kullanıyorum bundan önce Razer virtual 7.1 i kullanıyordum 70 saat bir sorun çıkartmadı. Şimdi Leasoft Sound Booster'a geçiş yaptım acaba ben oyundan banlanır mıyım?
  15. sometimes there is no sound at all when the enemies shooting, i thought bcause they're too far , but int the latest game i got a shoot and the enemy was behind me about 20m
  16. Since the 1.0 release my audio will completely cut out while in game every ~20 seconds and lasts about 2 seconds. I have tried running as admin, uninstall, reinstall, file integrity, changing between my laptop speakers, my Turtle beach headset which is a jack headset and my HyperX cloud 2 USB headset. I have also tried a clean install of realtek and nahimic 2.0. It only happens on PUBG. I don't have any other programs running in the background and it has only been since the 1.0 release on both maps, have never had sound issues before. My graphics card is up to date and my specs are below. I have an MSI GS63VR 7RF Stealth Pro with Windows 10 Home Edition. I have also tried different servers and consistently run above 100 FPS. Date Seen:Since the 1.0 release Server: Live server
  17. the sound of my pubg is very low even at maximum volume, already checked the mixer and ctrl m, and did not solve.
  18. so this bug has been from the start of this game, the bug is when u play duo or squad alone and u try to talk to the other players you cant hear them and they cant hear you and i cant see the mic icon when i speak
  19. For the past 6-8 weeks I have not had the chat function working at all. I can speak with my teammates via Discord but I cannot hear nor (I assume) communicate with others on the servers. Date Seen Constant for the past 6-8 weeks Server: both live and test servers Error Message: no error message Other Information: there was no warning, just one time I logged in it was disabled - did not mess with settings or change hardware Troubleshooting Attempted: I checked my PUBG settings of course, and have toggled it back and forth. My chat is set to "all" and I've tried both voice activated and push to talk. Regardless of settings, I cannot hear any other players' voices. It is not a hardware issue, as Discord works fine. Launch Options: no System Specifications:
  20. Good moorning. After the latest update I am no more able to hear where the shots come from. I could hear cars and shots perfectly before, but now i can only hear cars very well, i know where they are, but firing sound is the same wherever I'm turned, it's completely impossible to hear where the shots come from. It used to work but now it's broken. I'm not complaining just because i lose, it's that the sound is the same all the time whatever side i'm facing. One more time I'm gonna say, cars sound works as it used to work before. Thanks.
  21. Date Seen:Today, Dec. 23rd Server: Live Error Message: N/a Other Information: I was playing a squad game, all my buddies were dead. I (jeff_yeeyee) was hiding behind a rock to heal, and my friend (magister), who was spectating me, called out that there were footsteps to my right. I didn't hear them at all. Fortunately, we were both recording, so you can see that he did indeed hear loud footsteps to my right, whereas I heard nothing. (Clips are roughly synced with respect to time. Ghost footsteps start at ~0:15 for his perspective). Here is my perspective: https://plays.tv/video/5a3df408dcc36c16aa/- Here is his perspective: https://plays.tv/video/5a3df0ba37ad2c136f/- He was hearing footsteps for a solid 10+ seconds that weren't really supposed to be there. And his callout to me that there was a guy to my right made me temporarily ignore the guys to my left, which got me killed. This is kind of an important thing to fix. Troubleshooting Attempted: N/a Launch Options: None System Specifications: Operating System: Win10 Graphics Card: R9 270x CPU: i7-4770k Ram: 8GB DDR3 1366MHz
  22. Just found a bug where water sound kept playing even when I switched to other players. It only stopped when I switched back to myself when out of the water. I was able to reproduce it multiple times. When I was in the water swimming later in the game this didn't happen.
  23. Bug Description: Killed player's model was not affected by ragdoll physics and the sound of the killed player's shot was delayed: Streamable Date Seen: 22.12.2017 around 17:30 GMT+3 Server: Live server (1.0) Troubleshooting Attempted: None Other Information: None Launch Options: None System Specifications: Operating System: Windows 10 Graphics Card: GTX 970 CPU: R5 1600X Ram: HOF / GALAX 3600C16 2*8Gb
  24. So, my problem is that during for example vaulting through the windows my sound behaves in a very weird way. The sound of breaking the glass can only be heard in my right/left ear, not in 3D(in front/back of me). Same thing happens when bombs are falling. One bomb only triggers one channel, so I only hear one bomb in one ear, no 'echo' in the other one. Unless it's almost right in front of me. It really makes my head spin, you know, one bomb completely in my left ear, one only in my right ear. I found shots sometimes do that too, but it's not that difficult to stand because not every shot does behave in this specific way. I don't know if it's on my side, but I've heard a couple people also have sound issues in the new patch. Could be my drivers, or something in the game was changed recently? Heelp
×
×
  • Create New...