Audio range increase + falloff feedback
-
- Joined: Tue Nov 07, 2017 12:30 am
- Byond Username: Qustinnus
Audio range increase + falloff feedback
If you have any feedback on the new changes to audio please post them here.
For anyone who hasnt really noticed; the changes are basically:
You hear sound from almost 3 times as far (barring some), and sound falloff was completely re-done
For anyone who hasnt really noticed; the changes are basically:
You hear sound from almost 3 times as far (barring some), and sound falloff was completely re-done
- Armhulen
- Global Moderator
- Joined: Thu Apr 28, 2016 4:30 pm
- Byond Username: Armhulenn
- Github Username: bazelart
- Location: The Grand Tournament
Re: Audio range increase + falloff feedback
This has been just fantastic. Another great addition floydobuddy!
- pugie
- Joined: Fri Jun 28, 2019 12:41 pm
- Byond Username: Doctor Brutality
Re: Audio range increase + falloff feedback
Is this the change that allowed me to hear carp scrolling being used from multiple rooms across, or hearing nukies try to stealth kill me as AI? It's garbage and has killed off any subtlety. Any attempt at stealth is immediately subverted by being heard by someone 3 rooms away from you. Shit sucks man
- trollbreeder
- Joined: Sat Feb 22, 2020 8:22 am
- Byond Username: Trollbreeder
- Github Username: trollbreeder
Re: Audio range increase + falloff feedback
Walking makes no footstep soundpugie wrote:Is this the change that allowed me to hear carp scrolling being used from multiple rooms across, or hearing nukies try to stealth kill me as AI? It's garbage and has killed off any subtlety. Any attempt at stealth is immediately subverted by being heard by someone 3 rooms away from you. Shit sucks man
I'm a dumb feature coder, also a bad (but not terrible) coderspriter and a semi-good mapper and an enforcer of standards.
you can find me playing when i'm not coding or playing csgo as cleans-the-house on event hall, sybil or manuel
screenshot gallery:
you can find me playing when i'm not coding or playing csgo as cleans-the-house on event hall, sybil or manuel
screenshot gallery:
Spoiler:
- Farquaar
- Joined: Sat Apr 07, 2018 7:20 am
- Byond Username: Farquaar
- Location: Delta Quadrant
Re: Audio range increase + falloff feedback
I love it.
For one, it makes the station feel more alive. I'm honestly shocked about how much activity happens on the station. The station used to always feel so vast and underpopulated, even on fullpop. Now when the station is really empty, you *feel* it.
As for stealth, I think it's a major improvement. In the past, murders and violence were basically silent unless you were in the same room. Now it's more dynamic. Now, people will hear sound of a gunshot or a scream they can investigate. Detectives can interview people nearby who heard a struggle but didn't witness the murder. I think that this increased detection radius might allow for some buffs to strengthen noisier weapons. After all, a gun might crit someone in a shot or two, but you'll need to act fast before curious crewmembers arrive on-scene.
For one, it makes the station feel more alive. I'm honestly shocked about how much activity happens on the station. The station used to always feel so vast and underpopulated, even on fullpop. Now when the station is really empty, you *feel* it.
As for stealth, I think it's a major improvement. In the past, murders and violence were basically silent unless you were in the same room. Now it's more dynamic. Now, people will hear sound of a gunshot or a scream they can investigate. Detectives can interview people nearby who heard a struggle but didn't witness the murder. I think that this increased detection radius might allow for some buffs to strengthen noisier weapons. After all, a gun might crit someone in a shot or two, but you'll need to act fast before curious crewmembers arrive on-scene.
► Show Spoiler
-
- Joined: Tue Nov 05, 2019 1:30 am
- Byond Username: Cybersaber101
- Location: Canada, eh?
Re: Audio range increase + falloff feedback
I think overall it makes everything too noisy and too busy and being able to adjust the volume of it or a toggle would be greatly appreciated.
The same poster, over and over and over and over and over and-
-
- Forum Soft Banned
- Joined: Sat Jun 02, 2018 10:27 am
- Byond Username: Cacogen
Re: Audio range increase + falloff feedback
Aside from the reverb which is sometimes excessive and cuts off abruptly when you move between sound environments I'd forgotten these audio changes were made. Which I guess makes them natural and unobtrusive. I'm not discounting the possibility of an effect on whatever stealth this game has though where light goes through walls and you have a full 360 degree field of view while being shortsighted enough to qualify as legally blind.
technokek wrote:Cannot prove this so just belive me if when say this
NSFW:
- pugie
- Joined: Fri Jun 28, 2019 12:41 pm
- Byond Username: Doctor Brutality
Re: Audio range increase + falloff feedback
I know this but what does this have to do with moving in sat, this isn't bar. I don't just run around in sat dreaming about drinking irl i want to kill ai.Walking makes no footstep sound
- trollbreeder
- Joined: Sat Feb 22, 2020 8:22 am
- Byond Username: Trollbreeder
- Github Username: trollbreeder
Re: Audio range increase + falloff feedback
I don't think you understood correctly. You press the "run" button on your UI to change it to "walk"pugie wrote:I know this but what does this have to do with moving in sat, this isn't bar. I don't just run around in sat dreaming about drinking irl i want to kill ai.trollbreeder wrote:Walking makes no footstep sound
Then while walking you make no footstep sounds, so you can quietly get to the AI's weak point to murder it, attempting to make no other sounds (hardsuit, backpack, turrets, etc)
I'm a dumb feature coder, also a bad (but not terrible) coderspriter and a semi-good mapper and an enforcer of standards.
you can find me playing when i'm not coding or playing csgo as cleans-the-house on event hall, sybil or manuel
screenshot gallery:
you can find me playing when i'm not coding or playing csgo as cleans-the-house on event hall, sybil or manuel
screenshot gallery:
Spoiler:
- pugie
- Joined: Fri Jun 28, 2019 12:41 pm
- Byond Username: Doctor Brutality
Re: Audio range increase + falloff feedback
I don't think you understand how literally impossible it is to kill ai without any tools other than walk button.
Audio changes are good other than ai hearing everything happening in a 100m radius, every windoor opening, grenade primed, etc.
Audio changes are good other than ai hearing everything happening in a 100m radius, every windoor opening, grenade primed, etc.
Last edited by pugie on Fri Dec 25, 2020 1:05 pm, edited 1 time in total.
- trollbreeder
- Joined: Sat Feb 22, 2020 8:22 am
- Byond Username: Trollbreeder
- Github Username: trollbreeder
Re: Audio range increase + falloff feedback
If you're using grenades you might as well cross stealth out as an optionpugie wrote:I don't think you understand how literally impossible it is to kill ai without any tools other than walk button.
Audio chamges are good other than ai hearing everything happening in a 100m radius, every windoor opening, grenade primed, etc.
I'm a dumb feature coder, also a bad (but not terrible) coderspriter and a semi-good mapper and an enforcer of standards.
you can find me playing when i'm not coding or playing csgo as cleans-the-house on event hall, sybil or manuel
screenshot gallery:
you can find me playing when i'm not coding or playing csgo as cleans-the-house on event hall, sybil or manuel
screenshot gallery:
Spoiler:
- pugie
- Joined: Fri Jun 28, 2019 12:41 pm
- Byond Username: Doctor Brutality
Re: Audio range increase + falloff feedback
You're missing the point I'm making again. Also merry christmastrollbreeder wrote:If you're using grenades you might as well cross stealth out as an optionpugie wrote:I don't think you understand how literally impossible it is to kill ai without any tools other than walk button.
Audio chamges are good other than ai hearing everything happening in a 100m radius, every windoor opening, grenade primed, etc.
- trollbreeder
- Joined: Sat Feb 22, 2020 8:22 am
- Byond Username: Trollbreeder
- Github Username: trollbreeder
Re: Audio range increase + falloff feedback
Then what is the pointpugie wrote:You're missing the point I'm making again. Also merry christmastrollbreeder wrote:If you're using grenades you might as well cross stealth out as an optionpugie wrote:I don't think you understand how literally impossible it is to kill ai without any tools other than walk button.
Audio chamges are good other than ai hearing everything happening in a 100m radius, every windoor opening, grenade primed, etc.
I'm a dumb feature coder, also a bad (but not terrible) coderspriter and a semi-good mapper and an enforcer of standards.
you can find me playing when i'm not coding or playing csgo as cleans-the-house on event hall, sybil or manuel
screenshot gallery:
you can find me playing when i'm not coding or playing csgo as cleans-the-house on event hall, sybil or manuel
screenshot gallery:
Spoiler:
- pugie
- Joined: Fri Jun 28, 2019 12:41 pm
- Byond Username: Doctor Brutality
Re: Audio range increase + falloff feedback
It's pretty simple. Any sound in a gorillion square meter radius can be heard, so ai just returns to core and says 'NUKIES'
This isn't even a complaint made from a nuke op perspective. I am AI and I hear literally ANYTHING happening on my sat every windoor opening, airlock, screwdrivering of an airlock. Don't latch onto my example of grenades please.
This isn't even a complaint made from a nuke op perspective. I am AI and I hear literally ANYTHING happening on my sat every windoor opening, airlock, screwdrivering of an airlock. Don't latch onto my example of grenades please.
- Jimmius
- Joined: Wed Dec 19, 2018 11:00 pm
- Byond Username: Jimmius
Re: Audio range increase + falloff feedback
i like hearing clown shoes honk down the halls, i dislike how half the time i'm in a 3x2 room and it echoes like i'm in an aircraft hangar.
- wesoda25
- Joined: Thu Aug 10, 2017 9:32 pm
- Byond Username: Wesoda25
Re: Audio range increase + falloff feedback
Walls should really be better at blocking sound imo. Also that weird thing when you open a door and enter a new sound environment should be changed, it creates really intense echos for a second.
-
- Joined: Fri Sep 25, 2015 12:18 am
- Byond Username: The unloved rock
Re: Audio range increase + falloff feedback
It'd be epic if there were a lot of modifiers for hearing (say, helmets would reduce your range, and AIs can't hear as far as most) but that also sounds really hard to do. If only!
-
- Joined: Tue Nov 07, 2017 12:30 am
- Byond Username: Qustinnus
Re: Audio range increase + falloff feedback
not really hard to do actually, might be a fun pr to do in the futureconfused rock wrote:It'd be epic if there were a lot of modifiers for hearing (say, helmets would reduce your range, and AIs can't hear as far as most) but that also sounds really hard to do. If only!
Who is online
Users browsing this forum: DaydreamIQ