Sounds in this game are incredible

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Roland777

FNG / Fresh Meat
Aug 29, 2010
217
144
0
Probably between tits.
The impression I've gotten so far from watching gameplay-videos is that is sounds like the weapons have the compression-like quality you'd get from recording real-life weapons with either subpar equipment, or placing the mic too close to the source.
I don't think it sounds bad - but to call it "HOLY SH!T REAL LIFE" is not quite true. In that respect, RO1 seemed better.

Might change my mind once I play the full game myself.
 

Apparition

FNG / Fresh Meat
Aug 31, 2011
176
13
0
The right speakers with the right hardware make all the di-di-differenc-ce in the world.



(gman reference for those that got it :p)
 
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Reddog

FNG / Fresh Meat
Dec 7, 2005
2,572
476
0
Australia
They sound great, my PC is part of my entertaiment setup and is connected to a 5.1 home theatre. The game sounds fan****ingtastic up loud.
 

Zoring

FNG / Fresh Meat
Nov 21, 2005
1,408
155
0
Perth, Western Australia
Sounds are incredible I think, unbelievably good, the only two guns that need a little boost in volume are the MG34 and Mosin 91/30, which are i think noticeably quieter than any of the others.
 

ropeadope

FNG / Fresh Meat
Aug 30, 2011
61
103
0
Each sound playing takes up one sound channel, effectively limiting the amount of sounds that can play at the same time.

You guys have no idea what you're talking about.

128 channels would refer to 128 discrete input or output channels from the soundcard. Meaning you could send the audio to a whole ****load of other equipment and is something you'd only find in some type of recording/producing environment.

It has nothing to do with the amount of "sounds" produced by the game. That is all handled through the game's sound engine and sent to the sound card as a single audio stream.
 

ropeadope

FNG / Fresh Meat
Aug 30, 2011
61
103
0
Am running 128 channels. With an Asus Xonar DX, with Dolby Headphone and 7.1 VSS.

It sounds clean, and artillery, sounds somewhat powerful.

All these people talking about having 128 channels don't have a clue. Go look at the specs on your cards. There is not even mention of 128 anything anywhere. The only scenario that you would ever need 128 channels or I/O would be in a professional recording/producing/live sound environment.
 

hockeywarrior

FNG / Fresh Meat
Nov 21, 2005
3,229
1,982
0
The RO Elitist's piano bar
www.youtube.com
I agree that the sounds are incredible. I don't have a great sound setup and I can still tell. After all, the dude who did the sound editing/recording for The Pacific did the work on this game, so that's really no surprise ;)

The first time I fired a mosin nagant in the game I almost shat myself at the awesomeness. The first time I fired a PTRS I almost fell out of my chair ...
 

Fafnir_6

FNG / Fresh Meat
Jul 8, 2011
300
29
0
Edmonton, AB
Hello everyone,

I'd like to add my voice to the chorus of praise for RO2's excellent sounds. I think sounds are often overlooked in game development and it's really awesome to see a developer take the time & resources to do them right.

Cheers & Thanks TWI,

Fafnir_6
 

The Beast (nl)

FNG / Fresh Meat
Jul 2, 2006
3,160
486
0
The Netherlands
My girlfriend said this afternoon, the sound isn`t irritating such as in ro.

It`s a great work what tripwire have done with the sound. I enjoin it very much.
 

Mr_Cossack

FNG / Fresh Meat
Aug 28, 2011
52
10
0
In the audio options every time i set it to 128 channels from 32 it resets it self each time i go back into the options. Anyone else have this problem?
 

Frostedflames

FNG / Fresh Meat
Aug 29, 2011
55
2
0
I cant get mine to 128 channels on a pair of razer megalodons and I feel like the footsteps aren't very directional
 

Jimmy

FNG / Fresh Meat
Nov 21, 2005
252
21
0
London, UK
Yeah, the sounds are pretty fantastic in almost all areas. Rifles pack a punch, and the distant cracks of gunfire are really nice. Hearing the artillery and gunfire up above echo through the tunnels on Fallen Fighters is awesome. Even the much maligned battle chatter adds a ton of atmosphere.

The only real weaknesses for me are:

- Grenades. Really quiet unless you're standing right on top of them. A grenade explosion 30m away can sometimes seem inaudible. A rifle firing in the distance will be much, much, louder in comparison.

- Tanks still sound weak to me, but to be fair they're much improved compared to the stealth tanks of RO1.

- The high ROF guns like the PPSH and MG34. Rather than spit out a sound effect for every bullet fired, these guns will play a loop sample until you stop firing, at which point an 'end' sample is played. Problem is, these aren't blended together all that well. When firing short 2-3 shot bursts it's especially apparent as one sample interrupts the other. Furthermore, most guns in the game have some element of reverb. A rifle will be a hefty bang followed by a longer tail as the sound trails off. The PPSH/MG34 sound like on/off switches in comparison. It can be jarring as these two guns sound like they're in completely different environments to the rest of the weapons. For what it's worth all of this applies to RO1 too, but heh...

Just my two pents. Sorry if it sounds like I'm being overly critical, but it's only because the sound work across the board is generally so well done that the flaws stand out.
 

Tarkin

FNG / Fresh Meat
Sep 1, 2011
54
10
0
I am also very impressed with the sounds. I am not familiar with the real life sounds of any of the weapons except the Mosin and it is absolutely spot on perfect.

Sounds exactly like a mosin should. I was very impressed when I first heard it. Absolutely identical to my M44. Admittedly a 9130 should sound a little different but i'd say its about as good as it gets :)
 

RiccardoTheBeAst

FNG / Fresh Meat
Sep 19, 2009
578
126
0
Italy
Yeah, the sounds are pretty fantastic in almost all areas. Rifles pack a punch, and the distant cracks of gunfire are really nice. Hearing the artillery and gunfire up above echo through the tunnels on Fallen Fighters is awesome. Even the much maligned battle chatter adds a ton of atmosphere.

The only real weaknesses for me are:

- Grenades. Really quiet unless you're standing right on top of them. A grenade explosion 30m away can sometimes seem inaudible. A rifle firing in the distance will be much, much, louder in comparison.

- Tanks still sound weak to me, but to be fair they're much improved compared to the stealth tanks of RO1.

- The high ROF guns like the PPSH and MG34. Rather than spit out a sound effect for every bullet fired, these guns will play a loop sample until you stop firing, at which point an 'end' sample is played. Problem is, these aren't blended together all that well. When firing short 2-3 shot bursts it's especially apparent as one sample interrupts the other. Furthermore, most guns in the game have some element of reverb. A rifle will be a hefty bang followed by a longer tail as the sound trails off. The PPSH/MG34 sound like on/off switches in comparison. It can be jarring as these two guns sound like they're in completely different environments to the rest of the weapons. For what it's worth all of this applies to RO1 too, but heh...

Just my two pents. Sorry if it sounds like I'm being overly critical, but it's only because the sound work across the board is generally so well done that the flaws stand out.

I'm not playing the beta but that problem was also in OST. ;)

EDIT: with a Xonar DX, what sampling frequency should i use? 96 KHz?
 
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TraXx

FNG / Fresh Meat
May 3, 2011
362
9
0
First off, I have an audiophile setup, so my comments are only of my opinion, with a good system, comparing roost to ro2:

I miss the CRACK of the G43 from roost. When I first picked up a G43 in roost, I knew they had gotten the sounds right.

Ambient sounds are good -- rifle sounds are weak comparatively... :(

Footstep directionality is AWFUL -- RO1 had this MUCH closer to "perfection." I think it has to do with the volume level -- ROOST seemed to have the perfect amount of occlusion, whether there was an actual implementation for it or not -- now it seems like someone above you in a building that you are outside of is right next to you -- makes it impossible to tell if they are actually in a building or out in the open 5m from you...
 

jordNZ

FNG / Fresh Meat
Aug 31, 2011
25
1
0
I think the sounds are pretty good but the sound channel thing has me confused. I assumed it dictated the number of individually rendered sounds in-game, therefor on a 64 player server (my max channels also resets to 32 in audio options) sounds can cut out or be inaudible as it can only render half of what's going on audio-wise. This seems apparent when I plane (in-game) flies overhead during a firefight; the planes consistent humming cuts in and out because of all the other sounds. It just sounds like the plane is lagging or it's engine is about to fail, haha.

I would have assumed setting the max channels to 64 or 128 would solve this, however I can't test it because the option always reverts back to 32 (other people have this issue as well).

Cheers.