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Most human sounds not audible for other players
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Description

All classes of sounds from unit/player states (breaths on aiming, injury moans, injury breaths, ets.) that you see in the screenshot below are not audible to other players when they are played by a unit(AI or player) but who make this sounds will hear it


No matter SP/MP
If look at the configuration of these sounds, we can notice these are 3D sounds with determined audibility radius so they should be audible to other players (exception - PulsationSound)

That classes can be heared as should by other players:

  • class FreefallSound
  • class SoundEnvironExt but I notice "inventory_in" and "inventory_out" sound titles do not work on inventory open, mb droped by design?path and files w/o errors
  • class SoundEnvironExt "bodyfall"'s different surfaces body falls sound seems work randomly incorrect, fall dead body into water in 2 of 10 with sound other quiet, wor wood, grass, metal and others seems too

Classes class SoundGear and class SoundEquipment seems doesn't work at all, dunno should be or no

Details

Severity
Minor
Resolution
Open
Reproducibility
Always
Operating System
Windows 11 x64
Operating System Version
22H2
Category
Sound
Steps To Reproduce
  1. download repro mission
  2. launch it SP or MP (hosted, dedicated with additional client/player)
  3. follow the scenario:

a)

  • injured player makes hard moans class SoundInjured
  • move closer to him and listen
  • no any sounds can be heard by 2nd player

b)

  • injured player can be treated by 2nd player
  • after treat injured player will make a breath after heal class SoundBreathInjured
  • 2nd player again will not be able to hear it

c)

  • use gun and shot other unit
  • the class SoundHitScream will be player only for target unit

c)

  • in any player will stay in campfire's flame he will make burning sounds
  • 2nd player will not be able hear this sounds class SoundBurning

etc…

Event Timeline

TRAGER created this task.Jan 18 2024, 1:24 PM
TRAGER updated the task description. (Show Details)Jan 20 2024, 11:05 AM
TRAGER edited Steps To Reproduce. (Show Details)
TRAGER added a comment.Tue, Apr 9, 2:46 PM

Found thing for c) scenario class SoundBurning
F3953191 ← repro scenario, start it as SP or hosted MP, take closer to AI on campfire flame, you are able to hear burning sounds from them;
But if launch it on dedicated server AI will not play burning sounds more.
see YT video how to repro

The rest human sounds, as far as I can tell from my tests, still to inaudible to other players. (try to hear moanings from injury AI to the right from campfires, no matter SP, hosted or dedicated, no one will be able to hear even if sound source is player)

it seems most infantry sounds are local only - no idea if intentional or by design. should be easy to fix

TRAGER added a comment.EditedThu, Apr 11, 2:38 PM

can send two note:
If this sounds must triggers when player swiming so it won't work, on unit swim only water sounds appers

  • class SoundBreathSwimming

But ↓this↓ sound works without issues, player by self and other players can hear this classes sound (on dedi & hosted server or SP)

  • class SoundChoke
  • class SoundDrowning

Here are the results of my tests of problems with infantry sounds:

PulsationSoundnever hear in game, what situation coded for this one?
FreefallSoundworks ok, sound appers on every free falling player
SoundRecoverednever hear in game, what situation coded for this one?
SoundChokeworks ok
SoundDrownwhat situation coded for this one? Trigger on player dead underwater? If so it won't work
SoundDrowningworks ok
SoundBurningworks ok in SP/hosted server, won't work in dedi server
SoundBreathSwimmingIf this sounds must triggers when player swim on water surface so it won't work, on unit swim only water sounds appers
SoundHitScreamsound was audible only for player-sound source
SoundBreathAimingsound was audible only for player-sound source
SoundBreathsound was audible only for player-sound source
SoundBreathInjuredsound was audible only for player-sound source
SoundInjuredsound was audible only for player-sound source
SoundBreathAutomaticsound was audible only for player-sound source
SoundEnvironExtworks ok seems all, but I notice "inventory_in" and "inventory_out" sounds do not work on inventory open/close, mb droped by design?