https://www.youtube.com/watch?v=jaGxC7wnBDo The job action trailer has some of them at the beginning. The old sounds were much closer to the current sounds of the abilities and cooldowns.

https://www.youtube.com/watch?v=jaGxC7wnBDo The job action trailer has some of them at the beginning. The old sounds were much closer to the current sounds of the abilities and cooldowns.

I woke up this morning with hope in my heart. Definitely crushed. Because it is not in this patch, I think it is guaranteed something that will be addressed (if they do) in 5.1. To add to this, I kinda feel like I'm complaining/talking to a brick wall. I am hopeful and glad that there are many others who share my plight. Hopefully we can get a solution at some point rather than never.

Dying hope
Hold onto hope... Ohhh...

I can't hear the GNB SFX due to everyone else being louder than the GNB. Make GNB SFX louder or make everyone else just as quiet with SFX, including BLM.
Honestly, I can't imagine them making a THIRD set lmao. We just need the originals, and the volume on the explosions alone raised, no actual replacements or changes were necessary.
My Vote for GNB thread has plenty within the first page, can look there. There's also the job action trailer containing what we originally had, the only welcome change was Fated Circle tbh but that wasn't shown in the job action trailer... So meh, we got one good thing and everything else is just obnoxious and blends into party skills.
You're kidding right? It's loud as hell, you have an option in game to turn down outside, party member sound effects and turn your own up/down too... maybe you need to adjust those because tbh, GNB is loud, it's just that it has sounds now that blend with everything else. Originally it had more unique, piercing/slashing that was more distinct from other jobs.. now it's blunt and heavy with obnoxious explosions like other jobs we have. Volume isn't the problem.
I applaud your posts, I feel like there's very few people who truly understand the nature of this issue and why it's such a big deal to some players. Then I see your posts and they remind me of my own and well, I'm glad to see the genuine care into things that kinda complete the game for us and make it what we love.In which case, you could probably read my comment on the first page for a bit of insight. Since you seemed to have not yet experienced what GNB sounded like before the change, it is more difficult to grasp what the job did sound like in action back then, rather then in a controlled environment.
Last edited by Valic; 08-30-2019 at 08:34 PM.

I have sounds set to their default because that's how the game is meant to be heard, and when I can't hear my own SFX over everyone else's it make me feel like I'm not doing anything to contribute, and GNB SFX are quiet as **** right now...You're kidding right? It's loud as hell, you have an option in game to turn down outside, party member sound effects and turn your own up/down too... maybe you need to adjust those because tbh, GNB is loud, it's just that it has sounds now that blend with everything else. Originally it had more unique, piercing/slashing that was more distinct from other jobs.. now it's blunt and heavy with obnoxious explosions like other jobs we have. Volume isn't the problem.
Take into account camera distance to sound effects too. The further back you are, the quieter it'll sound. But you are over exaggerating I feel like since the skills themselves are obnoxiously loud... Also I wouldn't say "it's meant to be heard", since everyone has a variety of headphones, audio outputs, and so on that would change this concept. That'd be like saying a song is supposed to be heard with 100% bass, 100% volume, etc and it ends up bursting your eardrums and not sounding like the song itself. Those settings are there to accommodate the user, when I have everything at max... I can still hear myself all too well, but it does blend into the crowd BUT that also happens on any job you play as well. That's what happens when your party consists of loud sounds and your own sounds are equally as disorientating with everyone at equal volumes/distance.
Raising the volume of the explosions would require that they remix (i.e. remake) the Gunbreaker's actions' soundbites. Individual sound effects don't have a volume slider that can adjust in the game. Modifying the sound effects requires that they use other software rather than just changing various values in the game's code.
This is also assume the sounds we had were all just one sound file in itself. When studios make audio, they are playing with multiple files at once they put together to make one whole skill. They make the boom of an explosion, the sounds of mechanisms working that may be the sound of a jar of screws being rattled, they make the thin slashing sound a sword makes by scraping metal together. Each of these is recorded individually and put together by the end of it in a program. All they would need to do is go back to the original steps of their audio with this job, and take the audio portion that was "the boom" of each skill, and raise its volume, which is definitely do-able with audio software.
I'm not at all saying anything that would be individually done by our hands or in game. I'm asking they take what we originally had for SFX, and adjust the thing that people had an issue with, the explosion half... not the sword slash half. Which is very do-able within their realm of development. This wouldn't even be relevant to game code, they'd have to modify the sounds they started with from the get-go, complete the sound file for the skill, meld it all together, save it, and then shove it into the game in a patch.
Last edited by Valic; 08-31-2019 at 08:23 AM.
I'm trying to point out that doing so (and tuning it to sound good) is nearly as much work as making new sound effects which is why they didn't have a new set for either patch 5.05 or 5.08. The audio team having the release sound set and reserve sound set to change to in 5.01 took a fair amount of work even if they can easily rebuild the sound effects from preexisting sound libraries. It is not a question of "Can it be done?" It is a question of "How much time will it take while doing other audio stuff as well?"This is also assume the sounds we had were all just one sound file in itself. When studios make audio, they are playing with multiple files at once they put together to make one whole skill. They make the boom of an explosion, the sounds of mechanisms working that may be the sound of a jar of screws being rattled, they make the thin slashing sound a sword makes by scraping metal together. Each of these is recorded individually and put together by the end of it in a program. All they would need to do is go back to the original steps of their audio with this job, and take the audio portion that was "the boom" of each skill, and raise its volume, which is definitely do-able with audio software.
I'm not at all saying anything that would be individually done by our hands or in game. I'm asking they take what we originally had for SFX, and adjust the thing that people had an issue with, the explosion half... not the sword slash half. Which is very do-able within their realm of development. This wouldn't even be relevant to game code, they'd have to modify the sounds they started with from the get-go, complete the sound file for the skill, meld it all together, save it, and then shove it into the game in a patch.
Turning up the volume on the explosion sounds is much easier said than done and we were likely spoiled a bit by them having an already prepared alternate sound set for Gunbreaker. 5.01 sound changes were an anomaly and most future sound effect changes are likely to happen during major patches rather than minor ones.

My sound setup is perfectly fine, but ever since they changed the GNB SFX, the sound quality on GNB is DEFINITELY WENT DOWN. And camera distance doesn't do anything to sound effects that are in hearing distance of the character that I play as. I don't know what in-game sound settings you are looking at, but I don't see what you're talking in the game options for sound when it comes to camera distance and sound effects. Because I picked up GNB at launch and got it all the way to 80 and never had a problem with it until the changed the SFX.Take into account camera distance to sound effects too. The further back you are, the quieter it'll sound. But you are over exaggerating I feel like since the skills themselves are obnoxiously loud... Also I wouldn't say "it's meant to be heard", since everyone has a variety of headphones, audio outputs, and so on that would change this concept. That'd be like saying a song is supposed to be heard with 100% bass, 100% volume, etc and it ends up bursting your eardrums and not sounding like the song itself. Those settings are there to accommodate the user, when I have everything at max... I can still hear myself all too well, but it does blend into the crowd BUT that also happens on any job you play as well. That's what happens when your party consists of loud sounds and your own sounds are equally as disorientating with everyone at equal volumes/distance.
Raising the volume of the explosions would require that they remix (i.e. remake) the Gunbreaker's actions' soundbites. Individual sound effects don't have a volume slider that can adjust in the game. Modifying the sound effects requires that they use other software rather than just changing various values in the game's code.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.
Reply With Quote





