Enemy Movement Sounds

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defektive

FNG / Fresh Meat
Sep 16, 2011
663
256
0
UK
Are the enemy meant to be silent? Many, many times I've been picked off by someone right behind me or off to one side that I didn't hear coming, even when its quiet. Enemy run past me but their footfalls make no sound at all, so unless I see them for all intents and purposes they're not there. I hear them when they interact with an object, such as the 'wooden' sound near furniture and breaking glass, but enemy are otherwise silent. The odd thing is that I hear the footfalls of my comrades loudly and clearly, in all areas; even when they're creeping they still make a kind of quiet rustling sound, sounds the enemy do not make.

Are the enemy supposed to be silent ninjas? The enemy are already scoped, bayo'd, wall-punching, auto-death njubgun-totting run-and-gun killers but adding 'Ninja' to that list seems unnecessary. (I do hear enemy gunfire and general chatter, BTW.)
 

amdr

FNG / Fresh Meat
Sep 16, 2011
160
100
0
Same here with my Asus Xonar D2 and Logitech Z5500 soundsystem.
 

vyyye

FNG / Fresh Meat
Aug 13, 2011
333
149
0
Sound went down the ****ter when death cries disappeared as far as I can recall. In beta I would always be careful to hear footsteps and it often netted me a few kills, felt like crouching actually mattered. Now I have to fling my mouse in all directions like a retard instead.

Will be fixed eventually I guess.
 

defektive

FNG / Fresh Meat
Sep 16, 2011
663
256
0
UK
What sound system do I have? Okay, now you're asking. Hold on...

Realtek on-board audio.
 

joecheeze

FNG / Fresh Meat
May 19, 2009
193
26
0
in you're attic
THIS has happened to me quite a lot. I also cant say I haven't used it to my advantage many times as well. The thing that really irks me is that the sounds of my own character seem to come from behind me. Making me paranoid as hell :eek:
 

defektive

FNG / Fresh Meat
Sep 16, 2011
663
256
0
UK
THIS has happened to me quite a lot. I also cant say I haven't used it to my advantage many times as well. The thing that really irks me is that the sounds of my own character seem to come from behind me. Making me paranoid as hell :eek:
Agreed! This is so unnerving and unnatural-sounding. A mere twitch produces the sound of someone taking a step behind and to the opposite direction of your movement, which makes you suddenly swing back the other way for fear of being ninja
 

Meismenotyou

FNG / Fresh Meat
Jul 7, 2009
169
7
0
Denmark
I can rarely hear enemies, unless their dude is randomly shouting some nonsense (which I really hate when "I" do).

Heck, sounds in general are pretty "****ed up".

At least in the way of some randomly silenced grenades, artillery usually brings 1 or 2 silenced explosions, topped off with it always sounding distant and not how I imagine it would sound when landing on top of my head. I have seen silenced stationary MGs and I find it often very hard to hear how close/distant some gunshots are.

Some of this weren't always that bad.

THIS has happened to me quite a lot. I also cant say I haven't used it to my advantage many times as well. The thing that really irks me is that the sounds of my own character seem to come from behind me. Making me paranoid as hell :eek:

Too true.
 
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un_fumeta

FNG / Fresh Meat
Apr 30, 2011
112
10
0
Yes. Enemies' footstep sounds seem so quiet, even being completely still. Takes away a lot of immersion from the game. I hope this gets tweaked.
 

Arete

FNG / Fresh Meat
Nov 26, 2005
329
10
0
Sweden
www.aretemusic.tk
Haven't had this problem. Are you sure you got sound set to 128 channels? If you got it at 32 channels a lot of the sounds will be cut off when a new sound plays, so that'd explain the silent movement.
 

defektive

FNG / Fresh Meat
Sep 16, 2011
663
256
0
UK
Haven't had this problem. Are you sure you got sound set to 128 channels? If you got it at 32 channels a lot of the sounds will be cut off when a new sound plays, so that'd explain the silent movement.
I have it set to 32 channels. Performance is already p_ss poor when there are lots of sounds trying to be played at once (Station is a slideshow inside the buildings during a firefight) so I can't ramp it up to 128 channels while the game still pushes sound processing entirely through the CPU.
 

WingmanSR

FNG / Fresh Meat
Sep 6, 2011
65
35
0
Connecticut, USA
realtek on board audio has maximum polyphony(simultaneous sounds) of 32.

You would need a discrete sound processor to go above that, ie X-Fi titanium is capable of 128 max polyphony.
 
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PermenentMarker

FNG / Fresh Meat
Mar 20, 2006
1,448
222
0
Montreal Quebec
www.coolit-online.com
It doesn't matter which soundcard you have, RO2 uses the CPU for sounds.

Source please.

The only thing that can link CPU usage to sound cards are for everyone with a motherboard on-board sound card such as a realtek, soundmax or whatnot.

Some onboard audio chips are pretty decent, some are pretty bad... All in all, nothing beats a good audio card..
That also helps a tiny bit with performance as onboard chips depend on cpu a little.
 
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joecheeze

FNG / Fresh Meat
May 19, 2009
193
26
0
in you're attic
Source please.

The only thing that can link CPU usage to sound cards are for everyone with a motherboard on-board sound card such as a realtek, soundmax or whatnot.

Some onboard audio chips are pretty decent, some are pretty bad... All in all, nothing beats a good audio card..
That also helps a tiny bit with performance as onboard chips depend on cpu a little.

this game uses the XAudio 2 sound engine. designed for XBOX, completely software and uses no processing power of ANY sound cards. please ref http://forums.tripwireinteractive.com/showthread.php?t=67839
 
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The Beast (nl)

FNG / Fresh Meat
Jul 2, 2006
3,160
486
0
The Netherlands
I do mean the following,

I have a 5.1 soundsystem. When I put the settings in windows / sound
to 5.1 I do not hear all sounds.

So when I set it to 2.0 I do hear all sounds. For example my ai tankcrew.

By the way i have a Creative Xtreme 5.1 card.
 
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DAT

FNG / Fresh Meat
Dec 3, 2006
545
159
0
Fort Sill, OK
I have noticed this in RO2 where sometimes the sounds do not even represent what is going on. I know on the barracks map that if you are in the far back you will hear screams and yells to your far left and you are far removed from the battlefield. Also a lot of times I hear movement to only realize it is my own shuffling. I think RO1/DH had it down and I assume that in the future RO2 will follow suit with tweaks and patches.