-
Notifications
You must be signed in to change notification settings - Fork 103
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Bugs that i found so far #15
Comments
TL;DR |
Hello! Great job, thank you for report! I'll check all listed bugs tomorrow (because of Russian holidays May 1-5). |
Oh hey! I appreciate your work on engines though, i think there's pretty much enough events for each engine type (except AMX ones and maybe leo1)
Completely understandable, so we can expect some kind of same system? Would be lovely to hear different tracks sounds depending on surface! Also, any update on bugs listed above? I can do more research if needed. |
Ah, understood, pardon me ) Yes, it would be great if you will send me a list of known wrong sound references. I do some historical research but sometimes miss out details.
Yes, maybe even in 1.99 patch, but I can't say for sure now, we'll try )
No, I did not have enough time, but today I'll check it, thank you ) |
Alrighty, me and my mates decided to make full list of sounds (for every vehicle), it's nearly done. Are you guys accepting suggestions also? We can put in free colums of sounds what could be added.
Regarding when tank in invisible state you will not hear cannon shot bug, i have now 100% confirmation: https://youtu.be/sLkYmgI5bI4 And last one: The balance of the sound mix has been corrected towards lower frequencies. |
I think it could be useful, sure, very interesting!
This bug was not confirmed. And, if it was so, then we'll be playing in silence, I think. On your video I recognise far cannon shot.
Yes, thanks for reminder. As I remember, now masterbank.bank loading from "sound" folder, not from "sound/mod". We'll give to modders ability to change mixer settings. |
Cheers, good to know
Look, in this case hear closely, my mate made shots to the ground to show that you can hear explosion but not the cannon itself, in second part he appeared and made more shots to show difference. You can make same steps as me, spawn in any map that has town, turn on screen share via Discord or other app and let your mate watch your shooting or vice versa, some maps has strict points where you can hide your tank from rendering, that's why town like Poland perfect choice. Okay if that's not enough, here's the easiest way. Cannons can be heard from 2km, right? Spawn in same map like Poland and let your mate make some shots right from spawn, your mate/enemy should not move aswell as you to prevent rendering. However, if your mate will shoot from MG it will work flawlessly.
Well yes, but actually no. Tank disappears when nobody of teammates see enemies, basically you hearing shots from teammates but not enemies, which is also 50/50 situation, if teammate see enemy tank it will be rendered for everyone, however if enemy tank shooting from the hill or obstacle and no one spotted it, the sound will not be produced. |
Ok, valuable note, thank you! It is very deep research, I'm impressed ) We'll research this problem, maybe this decision was made intentionaly. |
https://docs.google.com/spreadsheets/d/18zG_nibDyosUnKHMPZAhClDdzY0vcWypLPb-Gx_BQH4 We also can do same with weapons (not sure what can be suggested here, probably only separate vehicles with open top turret) it will also take a while, if you interested here too. |
Hello! Thank you, this is a great job, I'll apply your investigation results in the game. One question: what do you mean in suggestion "engine_m60" and engine_m41"? Does it means to make a unique m60 and m41 sounds? |
Ok, I'll keep it in mind, thank you! Great job ) |
BTW, regarding silent cannon shots when vehicle in invisible state. Our programmer confirmed that yes, now it works like that, and this is not a bug. I asked him to change this situation if it is possible. Thanks for the report! |
o7, glad to contribute to something special!
Wowie, didn't expect that, hope it will be changed, hearing almost half of battlefield sounds is a loss of immersion :( |
@Uchuujin01 Could you please take a look at bug where sound emitters doesn't follow tank movement? With all bugs listed above i think this is major one. I'm noticing it more and more. It's easy to check it, turn engine volume to minimum and rotate camera sideways, move tank forward or backwards, you will note how gear shift lever moving from back to forward (i.e is not standing in one place) it seems this happens for every emitter that attached to player's tank. |
Hello! It’s a known issue, and it’s not a bug. Unfortunately, we unable to follow all emitted sounds due to cpu restrictions. We forced to switch play-and-forget mode on many game sounds, just to make game more stable. |
Oh hey! Quite understandable, well, i wonder how it was made with FMOD Designer back then? Can't exactly remember same issues. Alrighty, i think we sorted all bugs that i mentioned.
Not a bug here, but any chance you could separate it from ATGM engine noises? The sound itself is decent for a single rocket, but if there many sounds (flares in this case) it makes pretty weird noises, especially when helicopter right above battlefield, kinda distracting. |
It is not depends on Fmod, it depends on current game code stability of work. This situation changed constantly, game code changes constantly )
Thank you, I will check it. Many different game objects shares the same game mechanics, sometimes sounds inherited by default ) |
@Uchuujin01 Noticed that most of sound mods stopped working (except vo mods) |
Never mind, fixed by deleting .masterbanks
So if you guys moving to 2.0 version, will be those "issues" fixed? Oh, also i noticed that .masterbanks no more controlled by mod folder, is that going to be editable in next versions? |
Strange, It should work. Recently we added this feature. So, it worked some short time period, and then stopped? I'll check it.
The first one - definitely no, for now we decided to leave it like this. The second one - it is fixed, but we test it now, not sure it is work fine. We'll move this fix on production soon. |
Update on this issue. It works well now, I just checked on production client. Make sure you get the last update on your client. Now .masterbanks definitely controlled by mod folder. |
Ok, i'll check it
Thank you very much for your time and effort! |
Thank you for your contribution and feedback! |
Hello! We found that something works wrong in mod sound banks loading. I hope today we'll find out what's wrong, and will fix it asap. I'll let you know when we'll figure out what's wrong exactly. |
The problem in outdated version of this project. Some events now have different GUIDs. We loading events by GUID, not by string names. So, that's why some sounds not found. We can fix this problem for you only with actualisation of this project repo. I'll do this asap! The problem is - we just moved on new Fmod Studio version - 2.00.09 (on develop version of client), so it pointless, to publish this project in 1.10.17 version. But now on production version still 1.10.17. |
Just wanted to write about it, probably that's why custom mixer setting doesn't work, only un-touched vanilla ones (from 1.97 version) which more than acceptable, since eq is fine here. |
In Fmod 2.0 Firelight team added a lot of cool features, (global parameters, modulation features, LFO, etc), looking forward to use it ) It's all described here, briefly: https://www.fmod.com/resources/documentation-studio?version=2.0&page=welcome-to-fmod-studio-new-in-200.html#whats-new-in-fmod-studio-20 |
Ah i read those while ago, but got it. Regarding features, how do you see improving city/urban echo? Currently it so random, like you standing near road sign or small house and it can be fully turned on, i think this is the most underrated feature in audio. I think some kind of trigger right in the town/city would fit more than such procedural system. The transition is also very sharp from 0 to 1. |
Sure we will. With new features it will be much easier now. Actually, in WT this feature not so important, this is not FPS, so we have very restricted cpu resourses on reverberation system. |
Found another issue, not sure if that's intentional, it's related to tank hit sounds to armor. I just noticed that all hit sounds for tank were reworked, but i never noticed them in battles! |
Hello! No, ai hits sound events is only for your shots on enemies. It works now how it's intended to be. But, yes, I want to make enemies and allies to hit each other with ai hit sound. This is in work plans on future. Thank you for your attention ) BTW, I followed your recomendations and just made a new engine sounds for M60 Patton. And separated tanks withM60 engines form tanks with Sherman engines, according to your engines sound list. So, it will be on production cirquit in two weeks, I think. Thanks for your assistance ) |
That's what i thought at first glance, good to know.
OKAY, This is epic ;) Glad to know that my little contribution did something special! |
Hello! Can you please give me a hand with one question? I found a very good recordings of a russian vehicle BRDM-2, ZMZ-41 engine, V8, 5,5 l, gasoline. This engine usually was used on military all-terrain vehicles. Where can we use it, on what vehicles? |
Heyo, i'm afraid that this is the only thing that using one engine for half-track GAZ-41 and BRDM family, however roots are coming from GAZ-11 which used by T-60, T-70, SU76, SU76m, ZIS-3, BM-8-24 |
Heyo, it's nice to see you adding new engines, much thanks! |
Hello! Sorry, I missed out your answer somehow. Yes, that's what I decided too - T-60, T-70, SU76, SU76, and a couple of other vehicles.
Definitely yes, but not so soon, there are will be much work to do. |
Alrighty, good to know. Oh almost forgot, another thing that puzzles me, will helicopters receive ai sounds per heli model (not exactly individual)? Right now they are sharing same 3 events (piston, default and small one) |
Mmm, I don't think it is necessary. As far as I know, helis sound almost the same from afar. |
It might seem at first glance but not. Because of different blades and rotor speed each of them has unique sounding especially Russian Mi-24 with it's aggressive noise |
Sure, and it is implemented for player's helis, but for allies/enemies, I think it is ok. We'll see, it is not important task for now, anyway. Thank you for suggestion! I'll keep it. |
I would also like to point out that with the Char B1 the 75mm and 47mm use the same sound. |
Good spot!
Found one issue related to explosions (not sure if it was inteded), previously we had parts_explosion when player/enemy tank respawns, now it shares with generic tank explosion (destroy). |
Thanks, I'll check it. |
Hello! The project has been updated. Now it needs Fmod Studio 2.00.09. |
Heyo, is it 2.0 compatible or i should transfer from 1.17 to 2.0? |
Hello! Well, older sound banks will work in game with fmod 2.00.09, but, due to fmod api changes, it will work not correcr. It is highly recommended to transfer your project to fmod 2.00.09 version. |
Alrighty, switched to 2.0 version but this issue still exists (again, not sure if it was intentional)
On un-related note, do you have any plans expanding reload sounds? I really liking current approach of sounds, but that would be top notch if low-calibers tanks had their own reload sounds. Or simply separate 37/50/100/150mm reloads, especially ww2 tanks with autoloaders (which currently is very underrated such as Amx family) |
Hello! I'm not sure, why are you considered this an issue? parts_explosion launches when there are some parts exploded, and destroy event launches when vehicle destroyed - I don't see any issue.
Sure, we will ) This work already in plans, thank you for your attention to details ) |
💪
The thing is parts_explosion is no more using anything, since Fmod designer it was used for any vehicle that respawns (that explosion when model disappears) Destroy was used for actual explosion after ammo rack for example or after j out. Now when tank or any any vehicle respawns from dead state it uses Destroy event instead of part_explosion. |
No, parts_explosion used now for destroyed parts of vehicle. And yes, destroy event uses as you wrote. I think that's how it should be. |
Alrighty so this is not bug or issue. Also found weird behaviour with engines, more like rpm thingy but not sure, noticed it reaally long time ago, couldn't find best example of it. |
Heyo, nice sound update, really liking those ATGM flybys. |
Nvm, apparently everything have been fixed |
Hello there,
Creating this topic so you won't miss anything :)
Update on mg loop bugs: (loop never ends)
Not sure if it was fixed in future builds or not (everything tested on wip client)
This bug happens pretty often when you flying in plane over battlefield, almost 9 of 10 battles i could catch this bug, this is something related to sound distance, like passing by source of sound and 99% you will catch this bug.
Sound source (or emitters) are not physically attached to tank and not accurately following it's movement:
https://www.youtube.com/watch?v=dPa_s6Me1rM&feature=youtu.be
Sorry for reposting it again, just making sure devs will see it.
Recently, i discovered new interesting bug, before 1.97 update i could easily track cannon sounds by killfeed, but now it's random (that's why i made supposition about randomly disappearing sounds after 1.97 update)
it's random because of how tank render system works or "invisible tanks." In other words, if tank in invisible state, you won't hear cannon shot, however it ignores auto-cannons and mgs.
Distant cannon shots with vanilla quite tricky to hear, but this also happens when tank close by.
Sometimes you hear start of cannon shot and bam, sound suddenly cuts out, this is because in that very moment tank disappeared from player view. (it's also cuts out when someone destroyed right after shot)
https://youtu.be/je8TUYloIvg
Note, after shooting mg and auto cannon, my mate keeps shooting cannon, distance - around 1.1km
I also noticed if you can't see muzzleflash of cannon shot, you also won't hear cannon shot.
https://youtu.be/rJLKKsCHyx8
First thing, pretty much same as smoke laucher you can hear only one shot when you shoting multiple flares.
Second thing, this is rather question, in same video above you can hear ATGM engine noise attached to flares, is there any space so flares won't use ATGM noise for modding purposes?
The text was updated successfully, but these errors were encountered: