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  1. #1
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Valic View Post
    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.
    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.
    (0)

  2. #2
    Player
    Valic's Avatar
    Join Date
    Jun 2017
    Posts
    720
    Character
    Venan Rehw-dvre
    World
    Mateus
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Ultimatecalibur View Post
    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.
    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.

    Quote Originally Posted by DRKoftheAzure View Post
    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.
    Quality? Yes, volume? Definitely no.
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    Last edited by Valic; 08-31-2019 at 06:38 PM.

  3. #3
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Valic View Post
    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.
    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.
    (1)

  4. #4
    Player
    Valic's Avatar
    Join Date
    Jun 2017
    Posts
    720
    Character
    Venan Rehw-dvre
    World
    Mateus
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Ultimatecalibur View Post
    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.
    Alright, that's fair and I see your point. By the end of this, all I'm saying is, why not stick to the original resources, and adjust those than making entirely brand new ones? Why use new resources when the ones you have are just fine but need fine tuning. Its like buying a whole new turkey because your current turkey is sitting in too much gravy.... Instead, just pour out some gravy until it's just right. Also lol my metaphors, I think I'm done here on this one, I really just want our original fking sounds back because I hate this trash heap we're hearing now.

    Quote Originally Posted by Arsthan View Post
    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.

    This btw. I know those are separate files for the initiation of the attack, and the other would be the actual hit of the attack for different targets like above said. However at the same time... I still don't think it'd be that hard to take the original files and put them back in whatever software and work from there. Kinda like when artists do commissions. They can make a final project that has no layers and is just the whole commission itself... But before that, they save a project that has multiple layers and designs separated on different levels in case they need to adjust something.

    Also, not that I use mods but if someone could mod the sounds or make something that could do such a thing just so we have the old sounds back, I'd love the hell out of them just for the sheer amount of effort and care into how badly we want the old ones back.

    Also, to explain things like benediction... I imagine it has 3 because it's comprised of...

    1. The Healer casting the spell as one sound
    2. The target being healed as the other half of the spell
    3. The actual sound of the heal replenishing health, similar to the 2nd one but really there as a means of elaborating that not only the heal targeted the player, but in fact worked. We hear sounds like this on other skills in the game too, just very rarely are they different from one another. Kinda like Brutal shell, it has the hit, the animation sound, but also there's a sound of the heal itself being applies as well. That's just my theory anyways.
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    Last edited by Valic; 09-01-2019 at 07:25 AM.

  5. #5
    Player
    Arsthan's Avatar
    Join Date
    Jun 2019
    Posts
    28
    Character
    Lythan Rhae
    World
    Odin
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Valic View Post
    1. The Healer casting the spell as one sound
    2. The target being healed as the other half of the spell
    3. The actual sound of the heal replenishing health, similar to the 2nd one but really there as a means of elaborating that not only the heal targeted the player, but in fact worked. We hear sounds like this on other skills in the game too, just very rarely are they different from one another. Kinda like Brutal shell, it has the hit, the animation sound, but also there's a sound of the heal itself being applies as well. That's just my theory anyways.
    Those generic sounds have their own file as far as I know. Benediction having 3 distinct sound files is just that there's more sound effects than we can hear, overlayed over each other. I can see why someone would think that the files are split into the SFX of the cast and the hit but again - some skills don't have more than one. I don't know how the game is programmed and how the sounds are linked to the skills, so I'm not saying that I'm right with thinking that it's not split into casts and hits. It's entirely possible for that the be true. I myself am not convinced after browsing through the files.

    Honestly, I'll probably give modding the sounds another shot, but we'll see how it goes. I'm pretty sure that unless Textools allows the sound effect files to be modded in the future, this isn't going to work out well.
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  6. #6
    Player
    Valic's Avatar
    Join Date
    Jun 2017
    Posts
    720
    Character
    Venan Rehw-dvre
    World
    Mateus
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Arsthan View Post
    Those generic sounds have their own file as far as I know. Benediction having 3 distinct sound files is just that there's more sound effects than we can hear, overlayed over each other. I can see why someone would think that the files are split into the SFX of the cast and the hit but again - some skills don't have more than one. I don't know how the game is programmed and how the sounds are linked to the skills, so I'm not saying that I'm right with thinking that it's not split into casts and hits. It's entirely possible for that the be true. I myself am not convinced after browsing through the files.

    Honestly, I'll probably give modding the sounds another shot, but we'll see how it goes. I'm pretty sure that unless Textools allows the sound effect files to be modded in the future, this isn't going to work out well.
    It really sounds like we'd just need a different program altogether but, I'm not a software designer so /shrug.
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