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.
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.
Last edited by Valic; 08-30-2019 at 08:34 PM.
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.
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?"
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.
I wouldn't think it would take much time to do if you had already set resources available, organized together, as they had them prior to ShB's release, to take said resources and adjust minor bits in each one. I'll give you credit for giving me hope, but it's honestly not that hard as far as my comment is going. I could record a shoe slapping a door, and a michael bay explosion right now, and mash them together.. then upload it. What's that? The explosion isn't loud enough? Np, I'll take the explosion I recorded earlier and up that in the software I used to put the sounds together, then I'll put the sound of a shoe slapping a door and the newly raised volume explosion together again like I did before, and now upload that. Now this is a bit simplified of course because there's multiple skills that need this done, and more layers to each sound than just 2... But if you get my point, they HAVE preset resources saved and organized, they could jut take what they had, adjust a small portion, and then upload the fixed versions... Not brand new sounds or anything extreme. Literally take a resource you already have, adjust a hair in it, and put it back together like you originally did in the beginning. It'd be like taking a lego sculpture in half, taking out a blue lego for a yellow one, and then putting the half of the sculpture back. It isn't that difficult if they just keep using the resources/sounds they began with.
Quality? Yes, volume? Definitely no.
Last edited by Valic; 08-31-2019 at 06:38 PM.
And I am saying that you are seriously underselling how much work it takes to make things sound good. It is not as easy as changing out a single blue lego in a sculpture for a yellow one. (You, yourself, even pointed out that you would be forced to deconstruct half the sculpture to do the change.) Turning up the volume might reveal unwanted sounds or hide desired sounds. They may need to shorten or lengthen sounds so that they blend better. Despite your desire for the change to be a simple quick thing to do, it is not.
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.
I'd like to point out that this is not an issue at all. I checked the SFX files themselves and found out that skills do not have 1 sound file. For example: Burst Strike is made out of 2 files, the slashing one and the explosion. It took quite a long time to find the correct files as they aren't called after the skills they're linked to. Funnily enough, most healing skills have 2 sound files as well, each having a different effect. It'd seem that the game just overlays multiple SFX files when a skill is used.
This might seem like "Why the heck would they split the SFXs up into different files?" but it's actually pretty clever. It lets them adjust volumes of individual things if needed. Or change specific effects that sound off while keeping others in tact.
As for why I know this: I very much tried to mod the old sound files back into the game, just to find out that the modding tools we currently have are absolute garbage aside for modding models and textures. While technically possible to mod sound files, currently there's no tool that would allow this.
So they didn't even need to remake all sound effects. They could have just remade the explosion SFX files, which let's be honest, would take some work but far from a lot.
Last edited by Arsthan; 09-01-2019 at 01:46 AM.
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