Search the Community
Showing results for tags 'panning'.
Found 2 results
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.
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.