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goattt-

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About goattt-

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  1. goattt-

    Sound panning bugs affecting gunshots, vehicles

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  2. Issue 1: Panning for some sounds, including gunshots and vehicle engines, is significantly and adversely affected by the player's altitude relative to the sound. Other sounds, particularly ones which go through an HRTF filter like footsteps and vehicle fires (i.e. exploded vehicles), are panned correctly regardless of player's orientation relative to sound. Let vectors: s: position of sound emitter relative to player's position u_forward: unit vector extending forward from player's viewangle u_up: unit vector extending upward from player's viewangle u_left: unit vector extending leftward from player's viewangle Let s_flat = s - proj(s onto u_up) The angle relevant to panning appears to be the angle between s_flat and u_forward. In other words, panning of sounds is decided by the position of the sound relative to the player in a top down projection of space relative to the player's head. This is an unusual way for a game to handle stereo panning in 3D space, and it creates problems locating sounds when a player is looking up or down. The angle relevant to stereo panning is usually the angle between s and u_left. Looking up and down while gun fires. Notice how panning gets more extreme the farther up or down player is looking. Looking left and right while looking down while gun fires. Notice how abruptly panning jumps from hard-left to hard-right, and vice versa. A player running around the camera while the camera is pointing straight down. Notice how panning is not abruptly jumping from left to right, and vice versa. Issue 2: For the same sounds affected in issue 1, panning of these sounds is limited the the 90-degree arcs directly in front of and behind the player. If the sound occurs outside of these arcs, it's either panned hard-left or hard-right. This is a problem because it's impossible to pinpoint from exactly where a sound originated if it's coming from off to the side of the player. Other sounds, particularly ones which go through an HRTF filter like footsteps and vehicle fires (i.e. exploded vehicles), are panned (and HRTF filtered) smoothly and continuously for all 360 degrees around the player. Full rotation while gun fires. Notice the time the gunshot sound is "stuck" in the hard-left and hard-right pannings. Waveform of video. A player running around the camera while the camera is pointing at horizon. Notice how sound expresses player's position accurately at all times. Regarding issues 1 and 2: It would be ideal if all sounds in the game, especially those which are gameplay critical, were to behave the same with respect to panning. Ideally, this would mean all of these sounds would behave like the footsteps example, going through an HRTF filter to retain full and correct 3D positioning information through stereo headphones.
  3. goattt-

    ESDF and the New Update

    Issue appears to be fixed as of today's update. Thanks, Bluehole.
  4. Can also confirm issue is fixed as of today's patch. Thanks, Bluehole.
  5. goattt-

    HRTF is not working or is disabled.

    There's certainly a lot of weirdness around the audio in this game, that's for sure. Last week, a dev confirmed on stream that some sounds in PUBG go through an HRTF bus. While playing the game, I've heard no indication of binaural audio (which HRTF produces given positional sources) at any time. Furthering the argument that the game doesn't employ HRTF meaningfully is the fact that PUBG doesn't let the player distinguish between speakers or headphones when the target output format is stereo. HRTF just doesn't work with speakers, only with headphones. If the game doesn't know whether its targeting headphones or speakers, how can it employ HRTF? Also last week, a dev stated on stream that the audio system isn't appropriate for surround sound. It's trivial to confirm the game *already* supports surround sound, and it's triggered by the default playback device being a surround sound device. To confirm this, use a virtual 7.1 device like Virtual Audio Cable to record game audio into a DAW, and observe the game producing 8 independent channels of audio. If the game didn't support surround sound, none of the 7.1 virtual surround headsets would work properly, but they do. Here's a video of 7.1 surround virtualization which is only possible because the game can and does output 7.1 under some conditions.
  6. I'm unable to bind the 'cook grenade' action to a key other than default 'R', which is my 'lean right' key. I don't see an option to rebind it in the controls menu, nor in the GameUserSettings.ini file. Please allow players to rebind this action, or tie it to the 'reload' action so it moves along with that binding.
  7. ESDF player here. I can set my controls to this, apply, exit PUBG, start PUBG, and find my binds have turned to this. For me, this is not a showstopper. Once I set my binds back to my preference, the game respects them until I restart PUBG. FWIW, this issue was reported and acknowledged during test.
  8. goattt-

    ESDF and the New Update

    ESDF player here. I can set my controls to this, apply, exit PUBG, start PUBG, and find my binds have turned to this. For me, this is not a showstopper. Once I set my binds back to my preference, the game respects them until I restart PUBG. FWIW, this issue was reported and acknowledged during test.
  9. Clips of bug: https://clips.twitch.tv/JazzyShyTubersDAESuppy https://clips.twitch.tv/ProudStrongBeanKAPOW The moment the player takes damage, the camera suddenly rotates along roll axis to be in-line with the weapon. Moments later, the camera will return to its level-with-horizon roll
  10. goattt-

    Discussion: September Update

    It's great to see quality of life getting some love in this update alongside big content additions. I do hope an update in the near future could make some improvements to the way the game sounds over headphones. The stereo image is incredibly narrow. Sound that happen outside of the 60 degrees directly in front of the player are panned hard left or hard right. I think this might be the game using a speaker panning rule. A headphone mode which would switch to a headphone panning rule would be awesome. An option to force 7.1 would also be great so headphone users on Windows 10 could take advantage of the OS's built-in surround virtualization. Here's a mock-up of what the Windows virtualized surround sounds like with PUBG. It sounds very naturalistic to my ears. CSGO does this the right way with their 'speaker configuration' option. It lets users explicitly state what configuration they're targeting if they don't want to rely on the game detecting it correctly.
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