I think that many are faced with the problem of determining the position of your opponent by shooting at a distance of 150 meters from you (in stereo). According to my observations the reason is that from 150 to 1 meter from the source of the sound of the shot starts properly distributed through the channels (left and right). If the source of the shot to the right of you at a distance of up to 150 you will hear the sound of a shot in the left ear, too, as you get closer to the source at a distance of 50 meters to determine the position becomes quite impossible, the volume in the left ear becomes equal volume in the right ear. This problem is not observed in the sounds of the engine, radio, reloading, footsteps, to identify these sources very easily. I think that the sound of the shot should be made as the engine sound, at a distance of up to 150 meters. I do not need to hear the sound of a shot in the left speaker at a distance of 50 meters when the power will turn to the right ear, it is a serious obstacle to determine the position of the enemy.
Description
Description
Details
Details
- Legacy ID
- 2266907883
- Severity
- Minor
- Resolution
- Duplicate
- Reproducibility
- Always
- Category
- Sound
Steps To Reproduce
- Remove the right speaker
- Set the editor shooting robot at a distance of 200 meters away
- Turn the sound source the right ear of the character and start to move in the direction of the sound source
- At a distance of 150 meters in the left speaker receive the shot at 100 meters the sound will be loud, at 50 meters will be comparable to the volume of the right speaker (which is turned off). Now to twist around the axis, the volume will not change.
Event Timeline
Comment Actions
also the vehicles have a problem with the sound
when you use a veicle , or when a vehicle passes near you or on your head in case it is an elicopter ,the sound remains the same.
This is a simulator, fix this problem
an example of how it should be
http://www.youtube.com/watch?v=x2jcaksDR3Q