Hell Let Loose

Hell Let Loose

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кят Ruff Aug 23, 2020 @ 12:50pm
Sound is so bad.
Am I missing a stereo setting or something? It's like it's in mono.
Absolutely no idea where sounds are coming from.
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Showing 1-15 of 21 comments
this *sounds* like a personal problem
кят Ruff Aug 23, 2020 @ 1:01pm 
I'm not sure it is, I've never had this issue in any other game previously.
[OTG] floss_uk Aug 23, 2020 @ 1:01pm 
have you set the sound to epic?
кят Ruff Aug 23, 2020 @ 1:02pm 
Of course
The team now have a sound engine guy doing sound engine stuff.

https://steamcommunity.com/games/686810/announcements/detail/2609223645216778362
Rodrigo F. Aug 24, 2020 @ 2:01pm 
I can now identify the direction and distance of some sounds.


But in my opinion the sound of that game got worse with the last change of sound.
Before the sound was more immersive, it made me feel at war.
Unit .49 (( Aug 24, 2020 @ 2:05pm 
utterly disgusting sound positioning, old sound was much more precise
Cylixx Aug 24, 2020 @ 6:09pm 
Positional sound is really basic at the moment. Also levels on most sounds are preliminary as well, with too much low freq. The other jarring thing is how the environmental effects going from field, to woodland, to inside; doesn't have a smooth transition yet.

Update 7 introduced the environmental effects and the looping weapon sounds. These things are still new, set to be improved as more of the game is developed.

Update 7 also introduced crashes lol.
ZeroFuqsGiven Aug 24, 2020 @ 8:25pm 
Yeah, the gun sounds are effing terrible. The american weapons sound suppressed.
DuckOnBow Aug 24, 2020 @ 11:31pm 
Originally posted by ⎛⎝decascreen⎛⎝:
this *sounds* like a personal problem

Some have this problem other not. Me not :)
Veo Aug 24, 2020 @ 11:44pm 
Yea the sound is really in a bad state. In FPS games sound is very important especially sound positioning. I have a 7.1 headset and its basically doing nothing at all. Its even worse then most stereo games right now. Also the machineguns sound really bad, its almost like my sound crashed. This is how a mg42 sounds like and its nothing like in the game: https://www.youtube.com/watch?v=1ULHUdQU7tg

*Edit so if any devs read this, i love your game but:
1. optimize audio positioning
2. give us more realistic mg42 sounds :)

That would be just awesome!
Last edited by Veo; Aug 24, 2020 @ 11:56pm
Tenko Aug 25, 2020 @ 1:23am 
Go to your settings, Make sure its set to highest, Several times now ive noticed it set itself to Low.
кят Ruff Aug 25, 2020 @ 1:45am 
Thank god I'm not the only one! Thought I was going deaf or something.
tabten Aug 25, 2020 @ 1:59am 
It sounds like surround sound and lacks punch
Sleepy_Walker Aug 25, 2020 @ 4:02pm 
I've noticed that if a weapon goes off I can normally get a general idea of where it is coming from. If the weapon fires twice or more in under a second I can find it loads better than if it goes just once. If a weapon is shot at me and misses, but is close enough for a wiz-crack to play, then I have less of an idea of where it came from. If a weapon is close range, which I know because the report and the wiz-crack are super close together, I have no freaking idea where it came from.

At least for me, I find that the wiz-crack sound obscures the positional audio from the weapon. I think the wiz/crack plays to the same part of the soundscape each time and really muddies a person's ability to figure out the direction based on sound. At close range I think I should know exactly where that shot came from. I mean, my character should literally feel the pressure wave from one of these rifles.

Removing wiz-crack sound at close range would solve some of my most frustrating times. You know, that guy hiding in some grass at close range and you have no idea where he is as he picks people off.
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Date Posted: Aug 23, 2020 @ 12:50pm
Posts: 21