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It's not even just the no footsteps which bug me immensely (had a robot yesterday walk right up to me, no sound, it's not like metal on stone makes a noise) but also the bad sound. Why can I hear footsteps of someone on the other side of a massive slab of rock and dirt? Why can I hear a gunfight on the other side of the map as loud as if they were right next to me?
The fact that certain legends have louder footsteps than others really doesn't help either.
There's just too many varying audio queues and volume levels to balance and everything just blurs into one.
Maybe everything is working fine, but the clutter is so dense that we can't physically differentiate it all?
Take trios for example.
In any given gunfight there is 6 sets of footsteps, a potential of 12 separate weapons being fired.
6 sets of abilities/ultimates.
Back ground audio from other conflicts.
Environmental audio.
Door.
Ziplines.
Grenades.
Heals.
Revives.
Commentator announcements.
The ring.
Now that's just 2 squads fighting. You multiply that with each squad that gets involved and its literally just a barrage on the senses.
I honestly think its a balancing issue on various audio volumes thats causing this.
- 5 years ago
@MandatoryIDtag I agree with that, but cutting out footsteps for an announcer, which I had a game ago is honestly silly. I think they also need to increase the amount of audio channels available.
- 5 years ago
@Ragarath Yup, we really need a better audio section in the settings. If we could set our preferences it would be infinitely better.
- 5 years ago
Yes definitely the worst version of sound, of all seasons. Absolutely ridiculous.
- hayhor5 years agoHero@MandatoryIDtag Agree with the amount of audio being combined causing the issue. But that doesnt explain the phantom sounds that shouldnt even be there.
- 5 years ago
@hayhor Thats just a straight up bug, just like last seasons high pitched beep.
- hayhor5 years agoHero@MandatoryIDtag Yeah I get that but how can they not fix the random sounds? They fixed the Rampart boom thing within a few days.
- 5 years ago
@MandatoryIDtag they've got an audio prioritization issue too. Like when you're reviving a teammate, the sound it makes is so loud, it's nigh impossible to listen for enemies pushing you, which is what you're supposed to be doing. Friendly noise overall should just be lowered or removed entirely, I don't need to hear their footsteps nor listen to them pop a battery, I can see them on the minimap and look at bottom left to see when they're healing.
In gunfights, it makes sense I hear them shooting, why would you remove that audio? But if I can hear them reloading on KC despite being 20 meters away from them, but I can't hear someone open a door literally behind me, there's a problem. I'm really wondering when they're going to at the very least address that there's a problem, instead of being quiet for 6 seasons now.
- 5 years ago
Maybe we'll see something change when the next gen consoles come out. I highly doubt it, but a turning point for audio could be that.
- 5 years ago
@pastaclown They have actually performed improvements to audio over 2 separate sets of patch notes believe it or not lol, and then nothing after that. Since they haven't really acknowledged that its still an issue it does just feel like they've given up.
- OldTreeCreeper5 years agoHero+
@MandatoryIDtag I'm not so sure it's just audio balancing, for example today while I was quietly creeping to my hearts content, in a quiet environment, a whole 3 man/woman/it team came up behind me without a sound an suddenly I was dead! And yes some other sounds are a bit too loud in the mix too.
I can do the same to another enemy legend in a quiet environment too, creep up on them from behind unheard.
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