The sound effects and sound issues in ED discussion thread

Do you like the sound as it is now?

  • Yes

    Votes: 32 42.7%
  • No

    Votes: 43 57.3%

  • Total voters
    75
  • Poll closed .
It is a completely separate device, they provide splitter cables, it won't interfere with your normal speakers or headphones.

So with the splitter cable my sound card goes to my normal surround sound and the BK gamer device. I also use a USB headset since it feels more immersive in the rift.

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Yeah that's what I used to do before I got the BKgamer. It feels different to just having a large subwoofer, you really feel the sound with BK, kinda have to try it to understand.

Now I want both. >_________>

You already made me want the OR.

Stop making me want techtoys!
 
The sound has gone from the best thing in this game to one of the worse things. The mixing is terrible, I tried setting the sounds to Boost, Night time, Full range etc... My sound card is setup as suggested over in the Beta forum, I have a hefty sound system/headphones and a Bkgamer.

Agree totally, and glad you said "one" of the worst. I have not negative posted until just now, and I can only give you some Rep for this additional point well made!
 
How does that work in game? I currently use a USB headset since i find that best for voice commands. Basically how does the buttkicker unit hook up to the sound? Might as well talk about it here since the devs know there is an issue and more people talking about it isn't going to fix it.

From what I understand the Buttkicker is not compatible with USB headsets. You may need a seperate Mic for voice commands / in game comms. You plug the buttkicker into the sub out port on your sound card for best results or the audio out at a push. The buttkicker takes low end sound frequency and turns it in motion, the effect is outstanding, once you use it you don't go back.

EDIT: 777Driver uses a USB headset.
 
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From what I understand the Buttkicker is not compatible with USB headsets. You would need a seperate Mic for voice commands / in game comms. You plug the buttkicker into the sub out port on your sound card for best results or the audio out at a push. The buttkicker takes low end sound frequency and turns it in motion, the effect it outstanding, once you use it you don't go back.

I've got it running with a USB headset. It's a Razor Type-X
 
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My USB head set is "self contained" it doesn't need a soundcard. My motherboard z87 pro of course has a built in one but no idea if there is any quality to it. I'll have to look into options here.
 
Now I want both. >_________>

You already made me want the OR.

Stop making me want techtoys!

You won't regret the OR purchase. You really won't. If the dev team did one thing right, it was OR support. It still drops my jaw every time I load the game.
 
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My USB head set is "self contained" it doesn't need a soundcard. My motherboard z87 pro of course has a built in one but no idea if there is any quality to it. I'll have to look into options here.

Am pretty sure that is the case with all USB headsets, they are completely independent from the sound card. I could be wrong tho, my one is definitely independent
 
I have parked my Python as all the low end rumble that made the ship sound awesome has gone, I am now flying something small enuf that the high pitched whining that you are lumbered with now sounds more appropriate. I can't say good, just more appropriate.

I just had a terrible thought, is this another round of balancing, can't get the rest as good as the sound fast enough so nerf the sounds
 
What's frustrating is that the OP and several others who have posted here, as well as myself and others who have not posted here again, flagged these sound problems as an issue in 1.1 beta, in a stickied thread that the sound folks had replied to with the "if you only switch to 16 bit everything will be better" line. Well, guess what, as was pointed out in beta, it's not. Why should we bother spending our valuable time, for free (having actually had to pay for the privilege in the first place), to beta test something, to then have valid concerns ignored? So FD saves money by not doing their own proper QA and employing their own testers before releasing half-baked builds into the wild? Sorry for the rant, but like the OP I am very disappointed, as the sound was the one thing that FD had pretty much absolutely nailed, until now. Finally, why should people with high-end kit be satisfied with lowest common denominator low-end audio sampling or filtering? By that measure we should all be happy with 640 x 480 resolution and orange screens. Oh wait, they are orange.

Oh, and I do not have high end audio, and have stereo only.

I appreciate the sound teams efforts, but there seem to be decisions being made on the duration of betas (not to mention gammas), the level of testing being conducted and time being devoted to testing, and time being devoted to fixes being put into the build (or not), which, while in the short term might serve some business benefit, in the medium to long term are well on the path of potentially destroying the game.
 
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Late to the thread, but I totally agree with OP, the sound _was_ great in this game, after the 1.1 update it's meh, can't believe it's the same game any more.
I have a good stereo that sounds fantastic for all the 100:eds of games I own and play, I also have a pair of cheap headphones that sounded crap even before the patch, those still sound like crap, so I'll guess that's what the people that don't hear the difference use...

EDIT: I use a 5.1 setup, my main issue is with sounds in SC and hyper jumps, currently exploring so can't really say what else is affected.
 
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The only thing I don't like about the sound is the music mix in sc. Can't hear most of the frequencies now, it's really muffled.
 
Alright, I finally downloaded the patch and have to unfortunately confirm that the game sounds tinny and muted, with much of the bass gone. My ASP is now awfully quiet - it no longer sounds like the angry bee that it used to - it doesn't make much sound at all. I used to love the sound it made when I dialed back the throttle. Most sounds are muted - as if they have no bass. Stations are oddly quiet too. I still get decent bass upon SC entry and exit, though overall the game sounds much more tinny.

As for specs: I'm playing using integrated audio on an ASUS P8Z77-V DELUXE (Intel Z77 Chipset) motherboard - nothing special there. The PC is connected to a Denon AV receiver, which in turn is wired to integrated ceiling speakers for 7.1 surround, a high powered Bowers and Wilkins center speaker, and a meaty Bowers and Wilkins bass in the back of the room. Sadly, the walls no longer shake when I play Elite. And that makes me a sad Panda. I hope the sound department are able to restore some of the excellent pre-1.1 acoustics.
 
The only real issue is the length of the total silence following the D-Scanner horn. It's far too long. Every other sound seems improved, including landing gear which for me is now clearer than it ever was.
For the record I was flying a Type 6 and a Sidewinder when I wrote that. This evening I've been back in my Cobra and the landing gear sound is, indeed, more or less inaudible. I really can't begin to fathom what's happened with this patch.
 
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Alright, I finally downloaded the patch and have to unfortunately confirm that the game sounds tinny and muted, with much of the bass gone. My ASP is now awfully quiet - it no longer sounds like the angry bee that it used to - it doesn't make much sound at all. I used to love the sound it made when I dialed back the throttle. Most sounds are muted - as if they have no bass. Stations are oddly quiet too. I still get decent bass upon SC entry and exit, though overall the game sounds much more tinny.

As for specs: I'm playing using integrated audio on an ASUS P8Z77-V DELUXE (Intel Z77 Chipset) motherboard - nothing special there. The PC is connected to a Denon AV receiver, which in turn is wired to integrated ceiling speakers for 7.1 surround, a high powered Bowers and Wilkins center speaker, and a meaty Bowers and Wilkins bass in the back of the room. Sadly, the walls no longer shake when I play Elite. And that makes me a sad Panda. I hope the sound department are able to restore some of the excellent pre-1.1 acoustics.

There is now dynamic range field in the Audio option, have you checked that?
 
Well, here is another clue - sound on the main menu after logging in, near perfect. Sound as soon as you enter the game, poor. Whatever they did to the in-game sound, they did not do to the intro music for the main menu, which, although it is just music with no sound effects, is dam near perfection. That is what everything in-game used to sound like.
 
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I can also confirm the sound is borked for me since 1.1 patch, can't hear landing gear deploy and my engines on the Asp are barely audible amongst the other now mushy muffled sounds. The music also stops and starts abruptly as others have stated rather than fades in and out.


Running soundblaster xFI and headphones mostly, not tried through speakers as I mostly play on a night with the kids in bed and the speakers would give them nightmares from the sound of hyperspace travel.


I have tried all the options under dynamic range and whilst they make some differences none of them bring back the landing gear sound or the amazing engine sound my Asp used to have when changing speed. Have also played around with the setting in windows changing from 48 to 44 sampling rate etc but it makes no difference.


What ever you changed in the patch doesn't like my setup and as others have said its a shame because it sounded amazing prior to 1.1.
 
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