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The_EURL_Guy

Update 0.8.8.1: Audio Hotfix

Sehales

Sound Adjustment Tips

If you want to customize the music and sounds according to your preferences, we'd like to give you some tips on how to do it better.

The main volume sliders are located on the left side of the Audio settings window: 

  • General volume level - manages all sound in the game;
  • SFX volume - manages all sounds except music and voice messages. 

There are several sliders on the right side of the Audio settings window for "fine-tuning" the sound. 

  • Gunfire volume - in the range from 100% to 50% adjusts the volume of your ship's shots, and in the range from 50% to 0% adjusts the volume of all shots in the game. This slider also adjusts the hit volume;
  • Engine sounds - in the range of 100% to 80% regulates the volume of "low-frequency knocking" in the engine sound. In the range of 80% to 0% adjusts the overall volume of the engines. 

In order to adjust the sound perfectly, you should start with the General volume and SFX volume, and then adjust it in detail with the other sliders.

Please note: if the volume level is reduced to a minimum, it is possible that a category of sound will be muted because very quiet sounds are not a priority for the game sound system.

We also advise you to pay attention to the parameter "Wide dynamic range". This option is enabled for all players by default. Turning it off will minimize the difference in volume between the loudest and the quietest sounds in the game.  

We recommend you disable this setting in the following cases:

  • If you are using a laptop or other device with built-in speakers;
  • If you don't think the sound in the game is balanced enough, even after "fine-tuning" the volume.

When disabling this option, be sure to set the sliders on the right side of the settings menu to maximum volume.

Message added by Sehales

83 comments in this topic

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[CROTZ]
Beta Tester
1,209 posts
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Rather have them working a few months on the sound stuff, so that something proper arrives.

 

If one lowers the engine ship sound "StarTrek Zwosssshhhhh ( BB )" or "Bubble Bubble Fish Trawler (DD)" for ships with the settings slider,

then one hears no airplane lawn mower engine sound playing as CV.

 

With proper planned and allocated design time by the studio producer, every part of the game could have its own volume slider.

 

 

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24 minutes ago, JollyRoger1516 said:

So yesterday it was fine but whatever update I just installed broke it...

i was thinking the same thing.... yesterday guys were maybe a bit controlling the sounds... i loved it! IRL guns didn't sound like me dropping a stuffed animal.... 

it's all fked up now.. can't even hear fking shell impact or what ever... makes the game alot less fun to play.

 

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[OGHF2]
Players
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This is pure entertainment and I have not played a single battle since 0.8.8 :-))

 

I just hope they fix the sound before the Birthday event finishes ... I'd like to get some SCs but I value my ears and sanity more than that so far ...

 

The dual purpose sliders look like UI not talking to sound and one finds that the other cannot accommodate their request for controls while having planned for having them and the result is the mess that we have now (this sentence including) ... I do wonder what genius OKed the update. I guess the same one that OKed 0.8.0 ... I hope he/she's not in charge of submarines ...

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[BRSKR]
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Well... non-sense UI and UX crash course: you never put different functions on the same slider. Split it in two if you want to define two settings. This is like having a car where accelerator is turning the radio volume when it's between 80 and 100%...

 

Regarding the sound itself, I feel like this right now.

 

 

lawnmo.jpg

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Players
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4 years u improving the sounds 4 years, and this is normal to you!  i mean how howww much more a sound can be improved, and iam pretty sure all that its not for improvment ,its just the department thats responsible for the sounds got nothing to do. and they are saying ok lets play with the sounds we will improve them xd, its just sad!!!

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[ADML]
Beta Tester
99 posts
26,315 battles

The new sounds of the cruiser guns are awful. They were superb before, now it's meh, all the same and impression of farting everytime they fire... Please correct them and reestablish the ones of before.

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[CRM2B]
Players
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Is a little better but still not work: enviroment sount too loud, guns too soft... no setting I make can do something. 0.8.7 was perfect. Hope for a new hotfix, or a better fixing in 0.8.9

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[SLEEP]
Players
127 posts
29,999 battles

Did not even notice there was an update, but could not get any sound from game at all, checked my equipment drivers and everything, restred game then pc. In the end I thought why not push sound levels up high in game settings and it worked.

Wished I had seen this in the news thread in game before not.

 

Sound are a lot clearer now so good work on those.

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[CRM2B]
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Alle 20/9/2019 alle 14:40, Admiral_H_Nelson ha scritto:

I've tried this, and every combination of settings that I can think of, yet the gunfire of my ships still sounds like a feather being tapped gently on a piece of wood.

This totally ruins the immersion. I'm beginning to think that the old saying "If it ain't broke - don't fix it!" does not have an equivalent in Russian.

Please............either revert these sound "improvements", or tell me exactly what settings to use so that I can hear gunfire, at least.

These are my latest settings for reference. 

image.thumb.png.cb8889419ce1e9078dbff772e6c6f45d.png

 

 

Alle 20/9/2019 alle 14:44, cptnwhite ha scritto:

Sound is still messed up...and no it s not the Windows patch 1903 coz I had that installed prior to the update and the sound was perfectly fine till 0.8.8. dropped.

 

Regardless what I do in the settings, the following key issues remain:

 

1. AA sound - basically not audible anymore (is this meant to help CVs to sneak in drops, esp against DDs...given that the AA activation is a nightmare aka having to look around and by doing that turning the turrets every 10s to get the sector activated whilst dogfighting is enough of a nightmare)

2. Torp warning sound is also way too low now

3. Borderline useless sounds are way too loud (fire...and this is animated anyway)

4. Reload sound when guns are ready should be louder

5. Secondaries are barely audible

 

Lower caliber guns sound shallow and are way too toned down compared to BB guns - esp on light cruisers (I get that BB guns are meant to sound punchier but ppl don t play 2 ships at the same time so it s irrelevant, the sound volume should be at a comparable level...nobody cares about the difference from the game before when one has played a BB and then plays a cruiser...ppl just wanna hear when the shot goes off in the game they currently play).

 

All this isn t just cosmetic, it hampers the gameplay itself ! Let alone that I never heard anyone complaining about the old sounds being bad.... what I hear are ppl frustrated to play on a permanent test server 

 

23 ore fa, Sehales ha scritto:

Did you already try unticking "Wide dynamic range"? It sounds like that could fix it for you.

If you untick it, please set everything to max level and then adjust the volume via general volume level. (You can check it in a training room battle or co-op for example). 

1 post: agree

2 post: same to me

3 post: I did: nothing change

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[GKJ]
[GKJ]
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I´m curious....

Wich guy at WG said " have you listened to the game sounds lately? They´re aweful....We need to change them."

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[CRM2B]
Players
369 posts
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suggestion to WG: roll back to 0.8.7 sounds; test better the 0.8.8.1, release 0.8.8.2 hotfix or wait for 0.8.9 for the new sounds

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[BRSKR]
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I mostly played CVs last months, and I just can't stand the new sound of the planes, especially when boosting engines. It makes a very artificial "weeeesh" sound if you accelerate with Lexington Corsairs. BAD !

 

Make Planes Great Again.

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[BLAPD]
Players
18 posts
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I have been fiddling with the settings in a training room and although far from perfect these are not too bad for now:

audio.png

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On 9/20/2019 at 3:48 PM, Sehales said:

Did you already try unticking "Wide dynamic range"? It sounds like that could fix it for you.

If you untick it, please set everything to max level and then adjust the volume via general volume level. (You can check it in a training room battle or co-op for example).

Ok, i just scrapped what i originally wrote on seeing this suggestion posted repeatedly... nvmd.

Without unticking this option the game is not playable.

 

Tried 2 sound chips /w 3 variations of output (headset->just glad that ear drums still intact; Display's speakers via hdmi -> lo-fi speakers + sound-fu = unusable mash; audio out -> analogue amp -> HiFi speakers -> muffle down sound /w amp settings -> game is "playable").

 

But: no headset -> no teamspeak / no discord /.... Tried workaround using phone /w in-ears. Not practicable.

 

Btw... after the hot fix some sounds are now randomly muted (e.g. quick chat voice overs, own and other's).

 

Ship's horns... i posted my opinion on that, won't repeat here.

Gun sounds... same.

 

On 9/20/2019 at 2:40 PM, Admiral_H_Nelson said:

"If it ain't broke - don't fix it!" (...)

 

                         Indeed!

 

Simply amazing that the sound being FUBAR after updates seems to be some sort of running gag... 

 

Spoiler

neverchangearunningsystemPP.gif.874c80161d13a825971b4b72667d6708.gif

 

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Which slider do I move for the sound when a cap is being taken? SFX?

 

That sound in particular I basically don't hear... I have to keep my eye on the cap to see when it was taken.

 

Still don't understand why WG has to 'improve' the sounds when they were working fine and nobody ever complained about it...

 

It's like you like players to be pissed and create drama always caused by unnecessary updates you bring such as 'Research Bureau', gambling lootboxes, RNG everywhere, sounds "improvement" etc etc

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[H-M-F]
Alpha Tester
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Funny - my sounds were working perfectly fine in 0.8.8 but after installing patch 0.8.8.1 with the supposed "audio hotfix" i hear no guns (either my own or other ships), no AA sound, no Aircraft armament sounds etc.
I must say - it was pretty crappy "audio hotfix" if you ask me since it broke what wasn't broken in the first place.
 

Edit:

Naturally all my sound sliders are at 100% so this is not the issue.

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10 hours ago, Palubarac said:

Which slider do I move for the sound when a cap is being taken? SFX?

That sound in particular I basically don't hear... I have to keep my eye on the cap to see when it was taken.

 

Towards improvement...

 

I have asked myself questions very similar to the one quoted above quite often since i started playing WoWs. Not only since thursday's update and not only regarding the audio settings.

 

Afaik the explanation of the sliders' function is the first detailed/intelligible information from a primary source (WG) about what certain settings are supposed to do.

This information is too useful to only be released for mitigation of mishaps. Some issues might not even arise and/or escalate to a degree where mitigation is necessary.

While documentation can pose a severe hindrance to any project that is 'WiP'1 the usability of any product essentially depends on the user to understand how to use it.

 

What I hereby humbly suggest, only regarding the sound settings2

Take the time (guestimating about an hour, max. two?) and compile a simple list/table of which sounds' volumes are addressed by which slider in the audio settings (and in what range of the respective slider):

 

- port gui ambience (sea gulls, waves, morse code, ringing phone, ...)

- port gui feedback (i.e. the 'cash register sound' when sth. is purchased, the 'poit' sounds when the cursor mouse-overs an interactive surface, ...)

- port chat typing feedback

 

- announcer voice ("battle begins", "our team is about to win", ...)

- battle jingles (the "victory" fanfare, ...).

- quick chat voice-overs

- typing sound in battle chat

 

- general ambience (sea gulls, waves, wind, rain)

- ship's ambience (water displacement, i.e. sound of 'swishing through the water')

- fire crackle

- flooding sounds

- fire alert

- fire extinguished feedback

- flooding alert

- flooding stopped feedback

- engine sound

- hydro and radar sound fx

- consumable feedback (the sounds played when a consumable is activated/deactivates/comes off cool-down)

- ship status voice-over ("problem solved, sir", "we're taking on water", ...)

- terrain collision warning

- ship collision warning

- main battery reload sound

- torpedo launcher reload sound

- main battery guns fired (own ship)

- main battery guns fired (other ships)

- torpedoes launched

- shell impacts

...

 

I.e. -for now/starters- a table like this:

 

Column-headers:

| general volume level | sfx volume | interface volume | engine sounds 0-80% | engine sounds 81-100% | voice message volume | ambient sound volume | gunfire volume 0-50% | gunfire volume 51-100% |

Row-headers:

all sounds listed above (and any i have missed/left out, like anything CV-related, sry).

 

As an actual (long term) solution I emphatically suggest volume settings like this - at least /w sliders for more detailed (sub)categories3, e.g. make an 'advanced sound settings' menu if you want to avoid info-overload for someone for whom defaults work well. -For all sounds listed above (and any i've missed).

 

Alternative solution (short term): put the individual sounds' volume settings in a (intelligibly commented) config file and tell us where we can find it4. /edit: see p.s. 

 

Hoping to have contributed a little to creating a more enjoyable update experience in the future,

cheers,

変体栗鼠

 

 

1) anyone who has written code professionally a/or in an oss collaboration, had to do /w compliance guidelines, writing SOPs, QA a/or ISO certifications, etc. will know this from painful experience ; )

2) - for now... imo the graphics settings deserve a detailed explanation as well.

3) Althoug this might sound ironic - here and now it's sincerely meant as a constructive suggestion: investing time and effort in better sound settings and 'documentation' (to rtfm and find the individual sweet spot) will save more trouble, wasted resources and annoyed customers than :etc_swear:-ing up the sound again, and again...

 

4) Should the sound volumes already be stored in an accessible config-file (i.e. not hidden in a binary): Whaaaaa? Tell me where to find it, now, please, go, come on...  ;-)  -->P.S:

P.S.  ...ok, peeked into the game files. Not as trivial as i had hoped ¯\_(ツ)_/¯  Depending on how much is processed by the client, maybe here, eventually... : )

Spoiler

		<sound>
			<voice_over_effect>	0.4900	</voice_over_effect>
			<music_port>	0.0000	</music_port>
			<music_battle>	0.0000	</music_battle>
			<music_volume>	0.0000	</music_volume>
			<dock_music_volume>	0.0000	</dock_music_volume>
			<battle_music_volume>	0.0000	</battle_music_volume>
			<voice_package>	EN_GB	</voice_package>
			<dynamic_range>	0.0000	</dynamic_range>
			<voice_mod>	IDS_SOUND_MOD_USAOVECHKIN	</voice_mod>
			<master_volume>	0.7400	</master_volume>
			<engines_volume>	0.8500	</engines_volume>
			<voice_volume>	0.7600	</voice_volume>
			<world_volume>	0.7300	</world_volume>
			<shoot_volume>	0.6900	</shoot_volume>
			<ui_volume>	0.7700	</ui_volume>
			<sound_volume>	0.8100	</sound_volume>
		</sound>

btw... this actually sounds reasonably OK /w my setup (audio out --> amp+speakers)... 

 

 

 

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[PMSL]
Beta Tester
64 posts
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I have to alter the gun volume for each class of ship, the rest of the sounds are all over the place, is this hotfix the only thing you are doing?

If so i will play with music and no sound its truly awful what you have done.

Also well done on the ocean and engine sound, instead of feeling the thunder of charging in all guns blazing it now sounds like im on an idyllic pacific beach meditating to the gentle sound of waves...

 

if anyone has a mod that reverts to the FAR FAR better older sound setup please let me know!

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[I-J-N]
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1 hour ago, Unknown_Sailor said:

I have to alter the gun volume for each class of ship, the rest of the sounds are all over the place, is this hotfix the only thing you are doing?

If so i will play with music and no sound its truly awful what you have done.

Also well done on the ocean and engine sound, instead of feeling the thunder of charging in all guns blazing it now sounds like im on an idyllic pacific beach meditating to the gentle sound of waves...

 

if anyone has a mod that reverts to the FAR FAR better older sound setup please let me know!

 

For starters, try turning off the 'Loudness compensation' and then start playing around with the right side settings. I suggest you leave general volume and SFX at max.

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[WTFNO]
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Please Please go back to original volume levels. It is not working and making my games unplayable...Volumes all over the place. Consumable action is way to loud to the point of distraction. Sound was good so why fix it? plz listen to your player base and stop messing with things that work fine WG! Going to reinstall to see if it works better:(

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[I-J-N]
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32 minutes ago, zombiecole said:

Please Please go back to original volume levels. It is not working and making my games unplayable...Volumes all over the place. Consumable action is way to loud to the point of distraction. Sound was good so why fix it? plz listen to your player base and stop messing with things that work fine WG! Going to reinstall to see if it works better:(

 

We posted some of our settings in the other thread. Mind you, I think the end result will depend on your sound card and installed drivers and software.

 

https://forum.worldofwarships.eu/topic/123967-88-sound-mod-or-sound-settings-to-make-it-bearable/?page=5&tab=comments#comment-3178444

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This works acceptably well for me /w [analogue audio out] --> [analogue amp] --> [hifi speakers] + amp's bass + trebble set to muffle all down a bit:

Spoiler

audio_f_amp_22092019.thumb.jpg.53dcfddbd8c418d895d6dda733286316.jpg

 

Which looks like this in the preferences.xml

Spoiler

		<sound>
			<voice_over_effect>	0.4900	</voice_over_effect>
			<music_port>	0.0000	</music_port>
			<music_battle>	0.0000	</music_battle>
			<music_volume>	0.0000	</music_volume>
			<dock_music_volume>	0.0000	</dock_music_volume>
			<battle_music_volume>	0.0000	</battle_music_volume>
			<voice_package>	EN_GB	</voice_package>
			<dynamic_range>	0.0000	</dynamic_range>
			<voice_mod>	IDS_SOUND_MOD_USAOVECHKIN	</voice_mod>
			<master_volume>	0.7400	</master_volume>
			<engines_volume>	0.8500	</engines_volume>
			<voice_volume>	0.7600	</voice_volume>
			<world_volume>	0.7300	</world_volume>
			<shoot_volume>	0.6900	</shoot_volume>
			<ui_volume>	0.7700	</ui_volume>
			<sound_volume>	0.8100	</sound_volume>
		</sound>

 

 

edit: P.S. what's still annoying me a lot is the constant "ph't...ph't-ph't..."-sounds when i move the cursor in port... ^^   And i still don't want audio feedback when i type - i usually tend to notice that my fingers hit the keyboard  XD

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[I-J-N]
Players
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1 hour ago, HentaiSquirrel said:

This works acceptably well for me /w [analogue audio out] --> [analogue amp] --> [hifi speakers] + amp's bass + trebble set to muffle all down a bit:

  Hide contents

audio_f_amp_22092019.thumb.jpg.53dcfddbd8c418d895d6dda733286316.jpg

 

Which looks like this in the preferences.xml

  Reveal hidden contents


		<sound>
			<voice_over_effect>	0.4900	</voice_over_effect>
			<music_port>	0.0000	</music_port>
			<music_battle>	0.0000	</music_battle>
			<music_volume>	0.0000	</music_volume>
			<dock_music_volume>	0.0000	</dock_music_volume>
			<battle_music_volume>	0.0000	</battle_music_volume>
			<voice_package>	EN_GB	</voice_package>
			<dynamic_range>	0.0000	</dynamic_range>
			<voice_mod>	IDS_SOUND_MOD_USAOVECHKIN	</voice_mod>
			<master_volume>	0.7400	</master_volume>
			<engines_volume>	0.8500	</engines_volume>
			<voice_volume>	0.7600	</voice_volume>
			<world_volume>	0.7300	</world_volume>
			<shoot_volume>	0.6900	</shoot_volume>
			<ui_volume>	0.7700	</ui_volume>
			<sound_volume>	0.8100	</sound_volume>
		</sound>

 

 

edit: P.S. what's still annoying me a lot is the constant "ph't...ph't-ph't..."-sounds when i move the cursor in port... ^^   And i still don't want audio feedback when i type - i usually tend to notice that my fingers hit the keyboard  XD

 

Hmm.. well the official advice when you untick the 'Wide dynamic range' is to max all the settings on the right. No idea what happens if you don't.

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