Native Audio Voice Suggestions

Hi!

Here is some user feedback we collected from a native audio test. Right now we have only done small scale tests with less than 5 people.

However we are more than able to test with over 100, and can provide access to our server if required.

Current settings

  • voice_use3dAudio false
  • voice_useSendingRangeOnly true
  • OneSync Infinity + Beyond
  • Artifact 2681

Tested Things

  • Audio volume is good, no issues there. Max volume is a loud enough volume, and control works
  • Setting the convar after a player has connected does not work, player has to relog (could be intentional)
  • Sending range convar works as expected, reversing whether it controlled hearing or speaking distance

Issues

  • We experienced fairly consistent issues where despite setting the voice range to a low value, we could still hear people from a distance far greater than what was set.
    (https://www.youtube.com/watch?v=uk62m0PHdgs)
    Sending range did not affect this, the issue persisted
    There was a single instance where it appeared to be working “as expected”, however after relogging it appeared the issue persisted.
    The order players connected in also did not seem to affect this

  • Echo issues were found when near walls, and rotating the camera. This was demonstrated in a small alleyway here, however it happened almost anywhere with walls.
    image
    (https://www.youtube.com/watch?v=_jz7UUROMVY)
    Sending range did not affect this, the issue persisted.

  • The people I spoke to thought the echo could be toned down quite a bit. Especially in small spaces like a corridor.
    (https://www.youtube.com/watch?v=vHYImNbx4uY)
    From what people said:
    The echo when really close to someone is too much (in both small and large spaces). It should be really subtle
    The echo when down a hallway was good, but maybe turned down a little bit
    The echo in large open spaces was too much, almost as if talking into a microphone on speaker (could this also be due to the range issues)

We’re aware it isn’t as simple as “just turn it down”, these are just issues people brought up during our test :slight_smile:

I’ll keep updating this topic with any other issues found.

1 Like

The distance value is an estimate based on the default falloff curve being equivalent to a range of 5, this however might be quite different here - you’ll have to tweak the range values a little bit to find the correct range value.

Seems like intentional game behavior or so. If you’d be making a normal game sound effect there (a shot of a bullet or a collision), would it act the same?

Right. I wonder what game setting at all affects environment reverb, this might be a tricky one to find. :confused:

Maybe - if lucky - we could tone down ‘environmental loudness’ as currently it’s set to max and it would help with this… are you testing stuff on canary, and if so, maybe the next build could have this tweaked to a value half of what it is now.

Artifact 2681?

Relevant how exactly?

Tweaking the range values (divided by 5) has worked. It’s not perfect, but with some tweaking it could work. Could do with have a hard cutoff point if possible, but with tweaking on our end this could work.

Always :stuck_out_tongue:. We’ll stayed tuned

We tried with a bunch of different sound effects, however they are all generally much louder then the echo. This makes it difficult to tell, however the sound of the actual effect did not vary a whole lot.

Unfortunately after updating to the latest canary, the issues still persist to the exact same severity

  • voice_use3dAudio true or false - doesn’t matter
  • voice_useSendingRangeOnly true
  • voice_useNativeAudio true
  • OneSync Infinity + Beyond
  • Artifact 2669

It seems like the voice’s get’s “stuck” inside interiors - Repro; Go to O’Neill’s farm house (In Grapeseed), have both clients inside the house, blast music on either client, have both client’s leave the interior and the sound is still emitting from inside the interior.