Are the sound issues acknowledged by the devs?

- Footsteps to quite

- Grunts to quite

- Chase music to load (especially from survivors perspective)

Can we expect improvements in the upcoming mid chapter patch?

Comments

  • burntFuse
    burntFuse Member Posts: 290

    I was playing as Leatherface in Haddonfield recently and I couldn't hear my own chainsaw while I was in the generator basement. How is that even possible?

  • Bravo0413
    Bravo0413 Member Posts: 3,647

    Ever since howling grounds sounds have been horrible... they made them a bit better and then botched them up again.... last time it took them almost a year to finally make any sort of adjustment to them when sound is one of the more important things in this game.... dont feel let down if they dont make any sort of adjustment this time around... they mentioned making adjustments to the FOV for killer so that it doesn't make you nauseous or claustrophobic while playing a game that's meant for fun........ yeah over a year later........ nothin

  • TWiXT
    TWiXT Member Posts: 2,189

    All survivors voice/breathing sounds should be at Ash's level. Currently he's the only survivor I can actually hear over the ambient noise and loud chase music. It's like they got his audio correct because it was custom built for the new engine changes, and the others are all wrong because they're still set at volume levels for previous iterations. Jane is also decently audible, but could use a slight turn up in volume.

    As for footstep sounds... they are practically inaudible especially in chases, save for (weirdly enough) when a survivor is in a structure like a house and 1 floor above you. For some reason the sounds of the footsteps made in structures is at the correct level, but only when the survivors are on a different level of the structure than you are, but the moment you are both on the same level, the audio drops down in volume again. It's perplexing.

    Chase music simply needs to be turned down as it currently overpowers everything except the sounds of generators. This makes chases very difficult since you have to rely on your eyes much more than your ears, and we should be able to rely on both equally.

  • HavelmomDaS1
    HavelmomDaS1 Member Posts: 1,948
    edited April 2019

    @Peanits do you know how high the audio on the priority list is? Cuz audio/sound is extremely important as killer and as survivor my ears are kinda getting blowed away by the load chase music.

    I know you are not a coder Peanits, but maybe @McLean can answer my second question better: What exactly is causing the sound issues we get so often after updates and what are the difficulties to fix them? From a non-coder perspective it seems to be an easy task like "well just make chase music quieter and footsteps loader" but it isn't right? (you can go in full detail if you wish, I like ur explanations)

  • gnehehe
    gnehehe Member Posts: 510

    ^

    and :

    • broken LF chainsaw sound (silent)
    • broken Billy chainsaw sound (starts when half is loaded, random silent chainsaw)
    • broken humming from huntress (not 40m)
    • ...
  • Kiskashi
    Kiskashi Member Posts: 1,043

    @Bongbingbing This is accurate, I used to just walk near a nearly done gen and now I can barely hear it unless I'm next to it especially now on the game map, gone are the days of pressing my face against walls, now I have to use surveillance or just walk in and start the party. I'm sick of all noises being muffled unless you're directly next to it with no obstructions.

  • not_Queen
    not_Queen Member Posts: 1,114

    I am taking a minute to acknowledge we know there are sound issues.

    Currently, the best way to make them known to us is to give information in the Bug report section from the PTB. We have a couple already in our system but we need more infos on some specific occurrences.

    PTB bug report section:

    https://forum.deadbydaylight.com/en/categories/ptb-bug-reports

  • BigBubs
    BigBubs Member Posts: 1,131

    Yes the devs are quite aware.

This discussion has been closed.