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Repair sounds: bugged or intentional?

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#1
-Tj-

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As things stand now, the repair start up sound begins for non-self mechs as soon as you get within audible range of them. I don't remember it being this way before the latest patch (which was admittedly a while ago now), so I'm kinda wondering: is this intentional, or is it one of the things ADH bugged along the way like a lot of other things? Just wondering if someone had already asked this question and received an answer from the old devs.

 

While it may not seem like a crucial thing, the repair start up sound beginning when it does can be both detrimental to the repairing player and misleading to the attacking player. Since it's loud, it's a dead-giveaway to where you are when repairing, and it doesn't give an indication as to what phase repairing is in. I used to really love that dynamic of repairing, since it was another something subtle to pay attention to while playing.

 

If it's a bug, I hope the new devs can fix it. If it's intentional, perhaps it should be switched back.

 


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#2
eth0

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Pilot1 thinks, "Sweet this guy is starting to repair. I'll just sneak around this cor-"

 

*boom bang splat*

Pilot2 thinks, "Good thing I just finished repairing!"


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Pubstomping is a whole different strategic discussion, however, and usually just becomes an exploration of the ethics of dumpstering randos.

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Why mech game make when you no mech game have you don't want to make? 


#3
StubbornPuppet

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I don't think it is bugged or intentional.

 

It's just a simple bit of code that says, "Repair sound range = X.  When player comes within X range of repairing player, play repair sound file."

 

That sound file just happens to have a beginning sound effect and a looping part.  Could they work it out so that the sound effect is consistent with what the repairing player hears... sure.  But why bother to add just one more bit of data that has to be synched and stored by the server and client when it's not really that big of a deal?


To be serious for a moment this is just a joke

 


#4
-Tj-

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I don't think the repair start sound and repairing sounds are just one file. Three reasons for this: I don't remember hearing the repair start sounds all the time before, having the audio file as one piece that starts only when in audio range would cause more visual/audio sync issues if the sound isnt synced with the animation, and it would be inefficient to have lengthy audio files for each repair drone audio effect for every mech class and drone combination possible. I'm pretty sure each sound effect is separate and linked to triggers in each animation.

If what's going on is part of something that was coded in, then it was intentional. I can see how this could be an optimization thing. Having to keep track of every mech audio triggers across the entire map distance would be inefficient, but if that's what happened, it wasn't a good decision, as this is for gameplay, not just great sound effects.

#5
StubbornPuppet

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I should distinguish:  I thought you meant the mechs repair sound, not the drones.  The mechs repair sound starts with the "crouching" noise, then a looping hum and finishes with a "standing" noise.  The drones have the movement and the repair beam sounds.

 

When you come into range of a mech that is repairing, what you're hearing instantly (that you shouldn't) is the "crouch" sound.  That's why I think the game is just triggering a sound event for the mech, which then triggers the sounds for the drones... and makes it sound like they just started their repair.

 

So you know, Tj, I agree with you that it would be helpful.


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To be serious for a moment this is just a joke

 


#6
Meraple

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As things stand now, the repair start up sound begins for non-self mechs as soon as you get within audible range of them.

Turret Mode seems to have the same issue.


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#7
1uster

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Yeah. The sound is missleading. Not sure with which patch exactly that changed. But also the sound plays longer after the repairing ended... like a release phase. Maybe this was intentional and then they fuzzy bunnyed the rest up?



#8
-Tj-

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Turret Mode seems to have the same issue.

I don't think I've run into this one too much, but I think I know what you're talking about as I have a vague recollection of hearing/seeing a disconnect between the sound and the animation. I'm not 100% sure though.

 

 

I should distinguish:  I thought you meant the mechs repair sound, not the drones.  The mechs repair sound starts with the "crouching" noise, then a looping hum and finishes with a "standing" noise.  The drones have the movement and the repair beam sounds.

 

When you come into range of a mech that is repairing, what you're hearing instantly (that you shouldn't) is the "crouch" sound.  That's why I think the game is just triggering a sound event for the mech, which then triggers the sounds for the drones... and makes it sound like they just started their repair.

 

So you know, Tj, I agree with you that it would be helpful.

It's pretty much just the start animation sound, the one you get when you initially press C. You're probably right, the game is just triggering that sound when you come into range. It really shouldn't, though; it should be synced to when the mech actually repairs, or you get situations like what eth0 very accurately described lol.

 

The rest of the sounds (the drone sounds) might be ok, but honestly I haven't payed much attention to that part since it doesn't have nearly the same impact on planning an attack. I might try doing some testing and recording later if I have time.


Edited by -Tj-, 06 July 2015 - 03:07 PM.





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