Insurgency: Sandstorm

Insurgency: Sandstorm

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AlvaG6 Dec 15, 2020 @ 2:09am
sound design
am i the only one who thinks the sound design is so bad compared to the first insurgency?
from the footsteps radio and everything is just so bad
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Showing 1-15 of 27 comments
SpartanViperz Dec 15, 2020 @ 3:45am 
Sound design in this game is bad? Are you out of your mind?

This is one of the best audio experiences I have heard from a game, from gunshots, to A10 strikes, to Character voice lines and even hearing enemy players when they use their microphone, its incredible!

Everyone's own opinion I guess...
-ExiLe` Dec 15, 2020 @ 3:56am 
Originally posted by SpartanViper ツ:
Sound design in this game is bad? Are you out of your mind?

This is one of the best audio experiences I have heard from a game, from gunshots, to A10 strikes, to Character voice lines and even hearing enemy players when they use their microphone, its incredible!

Everyone's own opinion I guess...

Agreed
Bazingarrey Dec 15, 2020 @ 3:56am 
Check your Headphone and audio settings
Originally posted by SpartanViper ツ:
Sound design in this game is bad? Are you out of your mind?

This is one of the best audio experiences I have heard from a game, from gunshots, to A10 strikes, to Character voice lines and even hearing enemy players when they use their microphone, its incredible!

Everyone's own opinion I guess...
Whaaat? This game has one of the worst sound designe of the past years.
Steps don't even change sound based on enemy elevation.
If you want to hear some good sound designe play "Hunt: Showdown"
In this game you can pinpoint every sound even more then 30 meters away.
Maybe you are now used to the sounds, but give hunt a shot. (Buy it, test it, maybe refund it)
When you come back you will see how bad insurgency does.

I'm not talking about weapon sounds. I talk about the f*cked up 3d sound insurgency has.
Last edited by VoiD_[AT] [Bulg0gi-gaming]; Dec 15, 2020 @ 5:18am
terminal_ Dec 15, 2020 @ 6:28am 
Originally posted by VoiD_AT:
Originally posted by SpartanViper ツ:
Sound design in this game is bad? Are you out of your mind?

This is one of the best audio experiences I have heard from a game, from gunshots, to A10 strikes, to Character voice lines and even hearing enemy players when they use their microphone, its incredible!

Everyone's own opinion I guess...
Whaaat? This game has one of the worst sound designe of the past years.
Steps don't even change sound based on enemy elevation.
If you want to hear some good sound designe play "Hunt: Showdown"
In this game you can pinpoint every sound even more then 30 meters away.
Maybe you are now used to the sounds, but give hunt a shot. (Buy it, test it, maybe refund it)
When you come back you will see how bad insurgency does.

I'm not talking about weapon sounds. I talk about the f*cked up 3d sound insurgency has.

https://en.wikipedia.org/wiki/Sound_design
Sound design is about the sounds themselves and their quality. The sound samples used in Sandstorm are amazing. What you're talking about is the mechanic within the game's sound system that changes how sounds are played based on their position in space relative to the player.
Hunt is a game built around sound (and sound whoring you could argue). It's a design choice that was obviously different for Sandstorm.
Last edited by terminal_; Dec 15, 2020 @ 6:30am
Marksman Max Dec 15, 2020 @ 6:45am 
Originally posted by AlvaG6:
am i the only one who thinks the sound design is so bad compared to the first insurgency?
from the footsteps radio and everything is just so bad

Honestly, this almost strikes me as a troll post since the sound work in Sandstorm is generally really ♥♥♥♥♥♥♥ good. There's only a few issues I have, one of which being how much of a peashooter the ASVAL sounds. I mean ♥♥♥♥, that thing's firing a .45 ACP round at near-9mm speeds. It should have much more bass to it. It shouldn't sound like a rice cooker, at least.
-ExiLe` Dec 15, 2020 @ 6:48am 
Originally posted by terminal_:
Originally posted by VoiD_AT:
Whaaat? This game has one of the worst sound designe of the past years.
Steps don't even change sound based on enemy elevation.
If you want to hear some good sound designe play "Hunt: Showdown"
In this game you can pinpoint every sound even more then 30 meters away.
Maybe you are now used to the sounds, but give hunt a shot. (Buy it, test it, maybe refund it)
When you come back you will see how bad insurgency does.

I'm not talking about weapon sounds. I talk about the f*cked up 3d sound insurgency has.

https://en.wikipedia.org/wiki/Sound_design
Sound design is about the sounds themselves and their quality. The sound samples used in Sandstorm are amazing. What you're talking about is the mechanic within the game's sound system that changes how sounds are played based on their position in space relative to the player.
Hunt is a game built around sound (and sound whoring you could argue). It's a design choice that was obviously different for Sandstorm.

Well no, sound-design is about the whole package, you don't automatically get a good convincing soundstage by just using high quality samples. It needs a lot of mixing, so that sounds are affected by distance, spacial dimensions, reflection/occlusion etc.
AlvaG6 Dec 15, 2020 @ 6:51am 
Originally posted by Marksman Max:
Originally posted by AlvaG6:
am i the only one who thinks the sound design is so bad compared to the first insurgency?
from the footsteps radio and everything is just so bad

Honestly, this almost strikes me as a troll post since the sound work in Sandstorm is generally really ♥♥♥♥♥♥♥ good. There's only a few issues I have, one of which being how much of a peashooter the ASVAL sounds. I mean ♥♥♥♥, that thing's firing a .45 ACP round at near-9mm speeds. It should have much more bass to it. It shouldn't sound like a rice cooker, at least.

what, i didnt mention anything about the gun sounds
i played a lot of games and its just not right to hear anything from the footsteps to radio and ambient sound you can compare it yourself to any triple A games some of them are doing a pretty good with realism i dont need to say which game
its just my opinion tho no need to hate or saying this is a troll post
i even have the first insurgency and DOI on my library
Last edited by AlvaG6; Dec 15, 2020 @ 6:55am
Marksman Max Dec 15, 2020 @ 6:58am 
Originally posted by AlvaG6:
i played a lot of games and its just not right to hear anything from the footsteps to radio and ambient sound...

Well in terms of the footstep audio, you're definitely onto something. I generally don't have an issue figuring out where someone from their footsteps, but the thing that annoys me is when there just isn't any footstep audio at all. As a Coop pleb this is a pretty consistent problem in Hardcore Checkpoint as walking bots make virtually no noise.
terminal_ Dec 15, 2020 @ 7:02am 
Originally posted by ImTimK:
Originally posted by terminal_:

https://en.wikipedia.org/wiki/Sound_design
Sound design is about the sounds themselves and their quality. The sound samples used in Sandstorm are amazing. What you're talking about is the mechanic within the game's sound system that changes how sounds are played based on their position in space relative to the player.
Hunt is a game built around sound (and sound whoring you could argue). It's a design choice that was obviously different for Sandstorm.

Well no, sound-design is about the whole package, you don't automatically get a good convincing soundstage by just using high quality samples. It needs a lot of mixing, so that sounds are affected by distance, spacial dimensions, reflection/occlusion etc.

I disagree and that's why I linked the wiki page. Sound design is specifically about the sounds used. Designing the sounds. Sound design. How they are played and processed is the (software) engineering part. They are even different specialisations within the software development cycle, because the engineering part means building (i.e. programming) a system that dynamically chooses how the sound is played according to the in-game conditions. Together these give you the quality of the sound experience. You can make a parallel with music production, sound design is just about the sounds (instruments, samples, etc.) being used, but mixing makes them work together. You can have good sound design but a poor mix.

My point was the sounds are some of the best in the industry right now. Whether they are being used properly in-game is debatable, because different design decisions have been made for this game to not make it heavily favor sound whoring. But even the processing part that you mention is really well made.
-ExiLe` Dec 15, 2020 @ 7:07am 
While I absolutely have no problem locating sound sources in the 3d space of this game. There are definitely flaws. Like the vertical soundspace isn't that good, there is next to no reflection or occlussion going when it comes to ceilings/floors (or how sounds travels from one isolated space to another). This is very apparent on ministry.

Also the balance in loudness/punch is off when you compare several guns. The SKS for example almost overshadows the .50s, almost like the sound is clipping actually. The FAL sounds like a peashooter compared to the .45 howitzers, like literally. Or how pistols in general are much louder than rifles in semi-auto.
-ExiLe` Dec 15, 2020 @ 7:10am 
Originally posted by terminal_:
Originally posted by ImTimK:

Well no, sound-design is about the whole package, you don't automatically get a good convincing soundstage by just using high quality samples. It needs a lot of mixing, so that sounds are affected by distance, spacial dimensions, reflection/occlusion etc.

I disagree and that's why I linked the wiki page. Sound design is specifically about the sounds used. Designing the sounds. Sound design. How they are played and processed is the (software) engineering part. They are even different specialisations within the software development cycle, because the engineering part means building (i.e. programming) a system that dynamically chooses how the sound is played according to the in-game conditions. Together these give you the quality of the sound experience. You can make a parallel with music production, sound design is just about the sounds (instruments, samples, etc.) being used, but mixing makes them work together. You can have good sound design but a poor mix.

My point was the sounds are some of the best in the industry right now. Whether they are being used properly in-game is debatable, because different design decisions have been made for this game to not make it heavily favor sound whoring. But even the processing part that you mention is really well made.

But a whoooole lot is done manually in the mixing process. It's not just a million samples where the preprogrammed game-engine (also done by the sound designers ofcourse) does the rest.

I'm hobby musician and record/mix music quite regularly btw. Anyway, I don't pretend to be an expert on sounddesign in videogames, I'm not.
Last edited by -ExiLe`; Dec 15, 2020 @ 7:12am
terminal_ Dec 15, 2020 @ 7:18am 
Originally posted by ImTimK:
Originally posted by terminal_:

I disagree and that's why I linked the wiki page. Sound design is specifically about the sounds used. Designing the sounds. Sound design. How they are played and processed is the (software) engineering part. They are even different specialisations within the software development cycle, because the engineering part means building (i.e. programming) a system that dynamically chooses how the sound is played according to the in-game conditions. Together these give you the quality of the sound experience. You can make a parallel with music production, sound design is just about the sounds (instruments, samples, etc.) being used, but mixing makes them work together. You can have good sound design but a poor mix.

My point was the sounds are some of the best in the industry right now. Whether they are being used properly in-game is debatable, because different design decisions have been made for this game to not make it heavily favor sound whoring. But even the processing part that you mention is really well made.

But a whoooole lot is done manually in the mixing process. It's not just a million samples where the preprogrammed game-engine (also done by the sound designers ofcourse) does the rest.

I'm hobby musician and record/mix music quite regularly btw. Anyway, I don't pretend to be an expert on sounddesign in videogames, I'm not.

Hobby musician as well, not an expert on sound in games either. I think we are actually saying the same thing, I'm just being pedantic about the terminology. I think it's important to have clear distinction between concepts in these complex engineering domains.
Last edited by terminal_; Dec 15, 2020 @ 7:20am
Glebemsmech Dec 15, 2020 @ 7:25am 
Pretty sure this game is known for excellent sound design.
sound design is great, but i've got like crazy high end headphones so i'm kind of a snob for that
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Date Posted: Dec 15, 2020 @ 2:09am
Posts: 27