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I want more spooky sounds in game
Here is one of the more recent discussions.
Remove scary ambient sounds
There have been complaints about the "spooky" sounds going back to the earliest releases. I'd say more than a few topics but more often it's mentioned in more general topics about things people dislike.
I want more spooky sounds too. Are those footsteps real, or just in my head? What's that sound? More of those please. What I don't want is zombie Steve fooling around with the synthesizer he got for Christmas.
I also don't play with music turned on because 1) I don't hear it when I'm playing most of the time anyway, and 2) Immersion; I wouldn't be walking around a zombie-infested wasteland with earbuds and music covering up important sounds.
Those bone-jarring theremin instrumentals should get muted when I turn off the music, imo, but I've said this since A11 and no one cares what I have to say. heh I've chalked this one up to being as likely to change as us getting cans, jars, and clothes back. 🤷♂️
If TFP can implement a toggle system in the audio settings that toggle which sets of ambient sounds can be disabled/enabled, that would be great. That way, people like the OP can enjoy the game more, without impeding other players who enjoy those spooky sounds.
Dev-side, just assign secondary IDs to the spooky sounds, which can be globally muted in the settings. This is how we would do it in C# and Python-based gaming engines.
Kudos to the person who finally figured out/made/shared a mod that works on current version.
The only "ambient" sound I ever cared for/would want in this game is any rain/storm sounds, because I almost always alter the biome weather so the game is rainy/stormy 100% of the time and I simply find the sound of rain awesome. :P I could do without every single other thing tho, including the owls birds and whatnot so I'm one of those that has kept Ambient "OFF" for years and years.
The issue I have with some of the "ambient" sounds in 7DTD is that they're not ambient. They're intrusive and they're completely unrelated to the gameworld, so they're not ambient in any way. There isn't a zombie in the gameworld standing next to me and whispering "Oh yes" in my ear. So why is my character hearing that? There isn't an inexplicably powered semi-broken device playing a snippet of a jingle at the wrong speed, so why is my character hearing that? Etc.
I think it's worse than that because neither zombie Steve nor the synthesizer is there in the gameworld when the not-spooky sounds occur. If zombie Steve was there, fooling around with the synthesizer they got for Christmas, that would make sense, be internally consistent. It would be part of the gameworld. It would also be an interesting way to alert the player to the presence of a zombie. It would also be good storytelling, a poignant reminder that the zombies used to be people.
...but yes, that's why I find those things annoying as well. For me sounds in games should be either: background music to set a tone/mood (whether you like the music is another tale), or sounds relevant to what you're doing in the game (hammering, walking, enemy is nearby making noise, a sink you're near has a drip).
Otherwise it's just jump-scare/nerves on a griddle tactics.
It's cool they don't bother you. I think mostly when I've seen players talk about the subject it's more along the lines of "why is there not a separate fader for these weird musical interludes" which is totally my opinion too.
You have a fader for music and a fader for ambience, so why is there music in the ambience? Doesn't make any sense.
Also, it's been there forever! Not only do I think it's mad that there still isn't a separate fader, but I think in the latest beta, it's actually louder than the zombie that's standing right in front of you.