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Sound Effect Distance

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I like to zoom out pretty far in combat. Lets me know who's all where in relation to who, who's attacking me and from where, etc when in combat. However, this means the sound effects my ship generates are pretty weak.

I would like any sound you generate to have a constant volume no matter the camera distance. I want to hear the power of my phasers and torpedoes and transporters, not some muted, wimpy effect. Extending, I would also like to have a respectable volume to any attacks that directed at me, no matter the distance. And lastly, Cloaking. The Cloak and DeCloak sound effect is so iconic, yet I can NEVER hear it because it has a very harsh volume dropoff with distance. It should also have a respectable volume if it happens anywhere from at least 10, possibly up to 20 Kilometers.

Speaking of Cloak: Since the Romulans don't seem to have battle cloak, and they're the ones that use cloaking A LOT, could Romulan Encounters have some ships start as cloaked and ambush you?
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    You can turn up the fx volume separately in the audio options.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    well on this note.. when quarks.. no matter where you are at the leeta voice, which is awesome, is loud and dominates everything.. the voice should get more faint as you distance yourself from the character. it always sounds like she is in your face. like the Doppler effect: http://en.wikipedia.org/wiki/Doppler_effect would demonstrate ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    coderanger wrote:
    You can turn up the fx volume separately in the audio options.

    and then there is an asteroid, your'e camera zooms in at 5m and your 5.1 system goes crazy that you're ears fall off.... your parrents fall out of bed... and so on...


    the Sound in this game has some very nasty side effects.

    for example footsteps on floor (example in SB01) make my Subwoofer go BOOM.

    in exploration missions almost every floor has a deep humming that makes my Subwoofer go BRRRRRRR...

    super annoying stuff and when i try to change the volume of the BRRR something else changes and all gets screwed up and i end up hitting reset to default...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    coderanger wrote:
    You can turn up the fx volume separately in the audio options.

    i've had a couple of instances where your camera view get shoved right up into a ship's model by an astroid or another solid structure and it suddenly jumps in volume.. painfully so in some cases if you're playing with headphones on!

    also the tetryon weapons at endgame sound AWFUL.. i can understand not using the classic sounds used for phaser and disruptors, but the cannons and turrets sounds like someone throwing bolts at sheet metal while the beams are like the sheet metal tearing!..

    I would suggest giving the game's SFX a quick once over during this period of "going back and polishing what we have" that DStahl has mentioned.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Tetryon sounds fine to me....
    sure you're not talking about Antiproton?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Z3R0B4NG wrote: »
    Tetryon sounds fine to me....
    sure you're not talking about Antiproton?

    yeah possibly.. the purple ones you get for the daily quests at admiral levels..

    not played my admiral before last night in about 5 months so cant remember!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    we can get everything purple now there...
    but in the start everything was Antiproton only.... so probably you mean that, yeah.

    and yeah Antiproton sounds are kinda nasty.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    my first RA came about 2-3 weeks after launch, logged in for dailies for a bit but got distracted by real life for a while.. then gave CO a quick whirl around Vibora Bay..

    only came back to playing STO properly about 3 weeks ago and started a new character from scratch, took that to RA5 without touching the borg hub and started another new one... so not seen much or any of the updates in that area at all yet..

    you can really get any type of weapon there now?... makes me glad i have saved respecs handy thats for sure!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    wfs5519 wrote: »
    it always sounds like she is in your face. like the Doppler effect: http://en.wikipedia.org/wiki/Doppler_effect would demonstrate ;)

    Doppler effect is change in pitch ( frequency ), not volume ( amplitude ).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    coderanger wrote:
    You can turn up the fx volume separately in the audio options.
    Yes, but to achieve louder sounds without killing my ears, I have to have FX set to 3 times the amount of the other volumes (basically making the FX audible and the other sounds weak). I want to hear the Music AND the FX. It isn't a matter of Default Volume Sliders, its a matter of FX volume dropping off way too harshly with distance.
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