Your Audio system is absolutely terrible - Sound cues not playing

How was your winter break?

Can you give us any hints on upcoming content for the game?

Not what I meant.

Just wanted to add the music, SFX in general, dialogue and ambient noises are great, its just the sound cues I have an issue with.

Yeah, lots of times I’ve been taken down by a special because I didn’t hear them. No spawn sound, not foot steps, no nothing. Either their audio cues are bugged, or they’re way too quiet.

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Yep, audio is broken. There are silent enemies for sure, but what I hate most it’s that sometimes you hear a special but you can’t understand the direction

p.s anyway I’d like a “:clown_face:” button near the “:heart:” one

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The missing sound cue issues started around patch 15? Same patch they juiced up the spawns? Do I have that right? Thinking it’s related.

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– So you can hear every enemy. Except you can’t hear every enemy sometimes. Your words, to be fair.

… and …

– And you hear a clear audio when a special spawns, except you don’t hear an audio cue when an enemy spawns, just a second before it goes off. Again, your words. You didn’t mention the second poxburster, but I’m going to guess that falls in to the first example of multiple enemies having a single sound cue.

Forgive me if I’ve misquoted you. And feel free to correct me, these are just opinion forums after all, and me saying you’re wrong doesn’t make me feel happy in any way. If anything, I’m just frustrated.

Also … good luck identifying a pox burster by sound, locating it by sight, and pushing it all within a second. Regardless of audio that’s a skill manoeuvre mate that I’m just not ever going to get to. I can maybe hit block in that time frame?

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I think you’re right too. Maybe even that patch just before they released it on XBOX - I think we all noticed more special/elites and fewer horde mobs at that point, some of us cynically thinking it was a GPU reduction tactic (maybe wrongly, on reflection).

When they pumped up the number of specials/elites etc. - then all of a sudden there’re a load of things all coming for you at once.

I can imagine sound priority is difficult when there’re two maulers swinging chain axes, two muties, a load of crushers, and a pox burster coming… all while pox walkers are taking pot shots. What to play?! But that’s a game design problem they need to resolve as they’ve based specials detection on audio. I’m not saying it’s bad 99% of the time, but that 1% is when it probably matters and can end your run.

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Oh really, the xbox release patch brought me back to the game after I dropped it in early March and I certainly didn’t jump right into auric so the spawns wouldn’t have been quite as nuts on the lower levels. I was on auric for patch 14 at least and I don’t seem to recall there being many issues with sound cues then.

Could definitely be a mixing issue, seems odd that pox bursters can travel across the map stealthily in a varied audio environment and then only play their audio when they leap. Probably a check occurs when they spawn that determines if their audio gets to be played and if it fails then it just halts it until it has another sound to play, that being the attack.

One thing I noticed after patch 15 that I hadn’t really seen before is the director occasionally spasming and spawning lots of stuff simultaneously right on top of each other, like clipped within each other even. I could see that situation causing a sort of audio mixing race condition. I don’t seem to see that as much after the subsequent patches but it could be it’s just not happening out in the open now. Or it could be that if they spaced the spawns out they didn’t space them out enough to leave room for each audio cue to fully play.

The audio has been absolutely atrocious for a few patches now. While it was better before whichever somewhat recent patch totally broke it, it was never perfect.

Now we get totally missing audio cues, or audio cues that are so inaccurate spatially that they might as well not play at all. I’m talking a dog spawn noise followed by a bark that no **** sounds like it’s got to run up at least 50m before going up two flights of stairs to get anywhere near me, but no, it’s actually right beside me.

It’s hard to think of a recent game I’ve played with worse spatial audio than the current version of Darktide.

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Hek, my Plasmagun has no sound on some shots.
Technically this game is the wors I have ever played.

Just pick UE5 next time, rtrds.

It is sad the devs know about this issue, and have allowed weeks to go by without a hotfix.
I’m sorry but bugs need prioritization for hot fixes. Do they even have a team to deal with bugs?

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Stop lying, sir

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Some times they just spawn right behind you.
Happens a lot to me especially with pox hounds.
I hear only how they attack.

I think this difficulty issue. Happens only on Auric.
BUT.
My plasmagun sometimes doesn’t play shot sound.
This is obviously something with sound engine.

I bet you can fix this on your side by tingling with cpu settings.

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Surprise bursters and trappers are an issue for sure.

I saw someone die (no wounds left) when a burster exploded on the other side of a checkpoint wall. Still ended up getting him thru steel walls lol.

I’ve got footage of not only an audio cue not playing as it should, but even spidey sense failing to pick up a dog right next to me.

Maybe what this guy means is that the sound effect that immediately plays before you get hit from enemies which is distinct from the other noises they’re supposed to make always plays, but this too is incorrect because a lot of them don’t. The dog hit noise is actually pretty consistent in that I can’t remember it never playing, but it is sometimes so delayed that it plays after the dog has latched on, being completely useless.

It’s not even ‘stuff is chaotic’ anymore. I just had a fight finish. No sound cues needed, everything is dead.

Burster runs at me from behind as I’ve split off to check some boxes for half a second, I just hear the jump noise as it explodes, taking half my health in the process.

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