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issueskid

Codemasters Staff
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111 Wheel Nut

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About issueskid

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  1. issueskid

    F1 2020 - Engine Sounds

    That is interesting, there is no difference between RHS and LHS but the buttkicker works by being fed low frequencies so the broadcast mix might be affecting this. I'll stick in a bug and see if we can investigate this.
  2. issueskid

    F1 2020 - Engine Sounds

    Thanks for the comments. While we obviously can't implement everybody's feedback we do try to sift through comments and make improvements year on year based on what the fans are asking for. Always happy to reply and give a little insight into our decision making (within reason).
  3. issueskid

    F1 2020 - Engine Sounds

    We're certainly looking at broadcast audio and there are technical changes that I'd like to make here but these are not trivial (just ask our audio coders about the tasks we've given them 😁).
  4. issueskid

    F1 2020 - Engine Sounds

    Just to reiterate, I'm not saying you don't have valid points. We want to improve year on year and getting these things right is a careful balance and I'm always open to taking on criticism from the community, provided everybody is polite about it 🙂. But yes, as mentioned we are constantly assessing the amount of player control over the audio.
  5. issueskid

    F1 2020 - Engine Sounds

    Ha, well this is also a point we discuss a lot and I'm currently looking at different levels of control. There are several problems with offering multiple faders to control different aspects of the game though. First of all we have thousands of points of mix control in our project down to individual assets so where do you draw the line? People will always want more or less control so even if we offered say 8 faders to control different groups of sounds somebody is then going to ask why they can't have a fader to control gear shifts. On top of this when bugs are reported it becomes increasingly difficult to narrow down issues when players could have altered the mix hugely from how we intended the game to be heard. That's not to say we wont reconsider some audio options but there's always problems associated with this. If you look at most "big" games on the market you'll also find there's generally parity between their options and "music", "sfx", "vo" seem to be the common controls. Your suggestion of balancing the AI cars independently from the player car is a nice idea though, I think we actually did include this a few years back so its not out of the realms of possibility to make a return at some point in the future.
  6. issueskid

    F1 2020 - Engine Sounds

    @janbonator its always one we're looking at and tweaking. In the past we've had mixes where the AI is a lot quieter when wheel to wheel but this can then be difficult to know if you're about to be overtaken or not. We will continue looking at this though.
  7. issueskid

    F1 2020 - Engine Sounds

    As with the videos we have released that state "Work in Progress", our work is in progress constantly yes 🙂.
  8. issueskid

    F1 2020 - Engine Sounds

    This also depends on what camera you use. You will hear far more tunnel reverb in chase than on board.
  9. issueskid

    F1 2020 - Engine Sounds

    You don't hear a clear difference here with the Williams at ~0:54? Left and right channels sound completely different. I can't post the youtube video here so search the official F1 channel for "Top 10 F1 Onboards of 2019"
  10. issueskid

    F1 2020 Gameplay by Content Creators

    Sounds like you're talking about a vehicle handling issue - the way the car is set up. That's not an audio issue, we have nothing to do with what RPM ranges are used in specific gears. I can pass your feedback.
  11. issueskid

    F1 2020 - Engine Sounds

    The game mix is the standard mix and it will be closer to what a driver would hear. The broadcast mix is arguably more interesting. I was hesitant when we first created it but I prefer the broadcast mix now because it's far close to how the official broadcasts sound.
  12. issueskid

    F1 2020 - Engine Sounds

    That's why the toggle is there 👍If you want an authentic broadcast mix then turn it on. If you want the standard "game" mix then turn it off 🙂
  13. issueskid

    F1 2020 - Engine Sounds

    As my original comment mentioned, there is a toggle switch to turn broadcast mix on/off.
  14. issueskid

    F1 2020 - Engine Sounds

    Not sure I understand your question. Can you clarify?
  15. issueskid

    F1 2020 - Engine Sounds

    There's no plans to include these. There's several issues with giving this level of control. Firstly, you've picked out something like 10 sliders. Who's to say everybody wants those 10? Where do we draw the line? Do we end up adding more and more because individuals want more control over the mix? Do we end up replicating the literally thousands of sliders we have in our mix in game? What if "wind and rain" is too broad for a user and they want "wind" and "rain" sliders? What about the person who then wants to adjust the chassis rain mix independently from the track rain or garage rain? Even giving a broad set of slider is problematic, why have we given the option to adjust ambience but not the option to adjust garage mechanics? It's never ending. On top of that it would make debugging any issues players have very difficult. What if somebody starts reporting issues about missing audio and we first have to rule out all mix options? Maybe they've turned their dets slider down to zero and forgot about it? If you look at most games out on the market they all have the same sliders. Master, sfx, music, VO are the most common and still give some level of control.
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