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ShadowCat97's avatar
ShadowCat97
New Scout
7 days ago

BF6 distant audio is broken not quiet, just deleted

I've posted about this before but figured I'd write it out clearly again because S5 didn't touch it.

The problem is simple: past 150m, a 64-player map goes silent unless someone is shooting directly at you. 6–8 people exchanging fire at range? You hear 1–2 guns. The rest are just gone. Not faded, not muffled — gone.

This isn't a volume slider issue. The game's priority system (Threat Bus) decides what's a "threat" to you and straight-up mutes everything else. So if you're not the target, that entire distant firefight might as well not exist in the audio mix. It flattens what should feel like a massive war into a couple of pop sounds.

Compare it to BF3 or BF1 — you'd hear distant fights as this layered wall of noise with actual weight and direction. You could tell where the front line was just by listening. In BF6, 200m sounds identical to 20m until it's basically silent. No sense of scale, no "oh there's a big fight over there," nothing.

What I'd like to see is pretty basic:

Far-field sounds shouldn't be hard-muted just because they're not "threatening" you personally. Give them a floor so they fade out naturally instead of vanishing.

When multiple people shoot at distance, keep more than 1–2 voices alive. Right now it sounds like two guys at a range, not a battlefield.

Add some actual tail/reverb to distant shots so they feel like they're traveling through space, not just playing a shorter version of the close-range sound.

2.1.1.0 added this for desert maps, which was cool to hear — but it needs to be everywhere, not just one biome.

I'm not asking for distant guns to be as loud as close ones. That'd be chaos. I'm asking for them to exist at all. Right now they don't.

4 Replies

  • I’m on Xbox and audio has been terrible since launch I cannot believe that it’s been nearly a year since release and yet we still have issues of audio cutting out completely forcing you to restart the game, I have found it has gotten worse the more updates the game goes through, at this point I don’t think they will ever fix it as they are more interested in filling there store with repetitive skins and gun skins 

  • Wanted to expand on this because people keep missing the point — "just make distant guns louder" is not what I'm asking for. I don't want far guns louder. I want them to exist differently.

    The core problem

    Past 150m BF6 goes from "clear gunshot" straight to nothing. No middle layer. In real combat you hear a rolling, heaving wall of muffled pulses — some louder, some fading, some bouncing back off terrain. It breathes. It goes up and down. It's not a flat wall of noise, it's a living layer. Right now you get empty, or at best 1–2 dry pops.

    Terrain should shape far-field sound

    This is completely missing. Each biome should sound different at range:

    Canyon/mountain: shots echo and bounce. You hear the same burst 2–3 times with delay. Distant fights feel big because terrain throws sound back at you.

    Urban: concrete and glass create sharp, short reflections. Even from far away, distant firefights have a harsh, enclosed character.

    Open desert/plains: sound rolls out and dies. Muffled, low-mid heavy, no bounce. This is where that "distant thunder" feel should live.

    Forest: trees and vegetation eat high frequencies. Far fights sound dull, filtered, almost underwater.

    Right now every map sounds like the same dry click past 150m. That's wrong.

    What distant firefights should actually feel like

    Not louder. Not clearer. I want them to sound like muffled waves of noise with weight​ — the result of a fight happening somewhere else, compressed by distance, bouncing off things, fading in and out as the engagement flares up and dies down. Some shots hit harder through the air, some don't reach you at all. That natural ebb and flow is what's gone.

    A distant LMG shouldn't sound like a quiet LMG. It should sound like a distant rumble of automatic fire​ — you can't count the shots, you just feel the presence of sustained fire. Like thunder that doesn't stop.

    Why this matters tactically — line awareness

    Real battlefield audio tells you where the front line is. You hear heavy firing to the east — enemy's pushing that way. Then it dies on the east and flares up north — the line moved. Your ears give you free tactical info. You don't need to check the mini-map every five seconds because you heard the fight shift.

    That's the value of far-field density. It's not decoration. It's information.

    No canned loops — I want real players

    Some will say "just add ambient battlefield audio then." No. That's fake, and I'd take silence over a looping track any day. A canned loop doesn't move, doesn't tell you anything real, and might even mask actual positional cues.

    What I want is the sound of actual players shooting at each other, naturally weaving together. Three guys on a ridge doing short bursts, a support laying suppressing fire with an LMG, a sniper popping occasional shots — from 200m away that all piles into a chaotic, uneven, alive wall of noise. Sometimes the LMG pauses and you hear bursts clearer. Sometimes everyone opens up at once and it's a rolling rumble. It breathes because the fight itself breathes, not because a sound designer scripted a loop.

    Short bursts stacking on sustained automatic fire, occasional heavy cracks cutting through — all of it交织 into something that feels like a place where people are dying, not a sound effect.

    Summary

    Far-field shouldn't be deleted by Threat Bus. Give it a floor so it fades naturally, not vanishes.

    Terrain should shape how distance sounds per biome.

    Distant fights should feel like waves — muffled, layered, ebbing and flowing with the actual engagement.

    This tells you where the war is without looking at the map.

    And it has to come from real player audio, not scripted ambience.

    That's the gap. Not volume. Not clarity. Far-field has no body, no terrain interaction, no rhythm, and no connection to what real players are actually doing on the map. Fix that and 64-player warfare finally sounds like 64-player warfare.

  • AlphiB's avatar
    AlphiB
    Seasoned Ace
    6 days ago

    I think I disagreed with you in a previous post (I believe it was you), but after having played Wardogs, I have to say you are right. Not sure why I didn't notice compared to older BFs, I guess my memory is not so good. 

    In Wardogs, I can tell where fighting is taking place hundreds of meters away. It's directional, clear, but still does not overtake closer sounds. I can tell when a faraway base is getting mortared, if a tank is firing, and direct myself accordingly despite being further away than the length of an average BF6 map. The sound evolves depending on whether there are obstructions or not, loud cracks changing into muffled bangs. Suppressors are considerably more useful: it's not so much about the volume (although it's that too), but it makes localisation considerably more diffuse. But then that is also a game where I can tell where a sniper is from sound alone, down to whether they're in a building or not...

    I'm not sure if it's related, but of note, BF6 is the first BF game that does not handle its sound interface directly on PC, and instead hands this down to the OS. Technically, that's just the interface, but it is the only change I can see that would explain how the sound got so bad (I somehow doubt they decided to code it up from the ground up from previous titles). 

  • ShadowCat97's avatar
    ShadowCat97
    New Scout
    4 days ago

    Glad you went and tested it yourself. Wardogs is exactly the proof — far-field can have direction, terrain interaction, and weight without stepping on near-field clarity. That's all I've been saying. The OS audio layer thing is interesting but I think the bigger issue is engine-side priority culling (Threat Bus), not just the output interface. Either way, glad we're on the same page now.

     

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