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Starting with the addition of Striker to the game, we've seen (or rather heard) quite a few new sounds added: those for Magnum, Rugby, supplies / overdrive, meteorites, and Juggernaut. Yet the quality of the majority of these new sounds seems much lower than that of the older ones to my ears. So, let's look at the spectrograms of some of the newer and older sounds to find out what the case is.

 

You can download most of the sounds in Tanki here: https://www.dropbox.com/s/e5wh2stfy8n1f9f/Tanki_Soundpack.zip?dl=0

 

First, some older sounds:

 

CP ally point capture:

 

 

UZ8QUbf.jpg

 

 

 

Mine explosion:

 

 

uL1FFyz.jpg

 

 

 

Supply pickup:

 

 

QTPStvk.jpg

 

 

 

Twins shot:

 

 

2tho8jv.jpg

 

 

 

Tank engine at max speed:

 

 

IY5yF5K.jpg

 

 

 

Nothing out of the ordinary. Now let's look at some of the newer sounds:

 

Magnum minimum-power shot:

 

 

ZTdALFi.jpg

 

 

 

Juggernaut engine:

 

 

U6viAQw.jpg

 

 

 

Meteorite explosion (from 2018 Cosmonaut's day event):

 

 

r7u9DOd.jpg

 

 

 

Rugby ball drop:

 

 

MyRc6gL.jpg

 

 

 

Striker shot:

 

 

9vHAvhF.jpg

 

 

 

Supply ready sound:

 

 

b06D6gi.jpg

 

 

 

Notice that all of these sounds have practically no frequencies above 6 kHz, unlike the older sounds, which have a considerably larger frequency range. It is as though someone took some normal sounds and then indiscriminately applied a low pass filter to all of them. The question is, why? Doing so makes everything sound worse. Compare the sounds of RGB to those in CTF or CP. RGB quality sounds much worse. Compare the sound of a Striker or Magnum explosion to a tank explosion or mine explosion. The latter sound much better. Why is it that audio quality is seemingly intentionally going backwards? It's all very strange.

 

Admittedly, not all of the new sounds have a frequency cutoff at 6 kHz. Take the Juggernaut Railgun sound:

 

 

evg66HW.jpg

 

 

 

. . . or the sound of double damage being enabled:

 

 

T2rGXaV.jpg

 

 

 

Both of these sound fine in game, and unsurprisingly, have a normal frequency range. Juggernaut voice lines sound fine too. So why do the rest of the sounds have such a limited frequency range? Why is audio quality so inconsistent in this game?

 

Image gallery:

https://imgur.com/a/asF0HSP

Edited by ThirdOnion
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Good point. Perhaps the sounds were made by different people who were given different guidelines? And maybe lower frequency sounds are faster to load and reduce the initial download time?

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Is it me or I just haven't played with the sound on for at least 2 years now? I play better in silence. 

That's odd. For me it's the exact opposite - sounds are extremely helpful and I rely on them a lot to play effectively, such as shooting my Magnum when I hear the reload, knowing when there's shots nearby behind a wall, when the flag is being taken, or when someone is driving behind me.

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Is it me or I just haven't played with the sound on for at least 2 years now? I play better in silence.

 

 

 

 

That's odd. For me it's the exact opposite - sounds are extremely helpful and I rely on them a lot to play effectively, such as shooting my Magnum when I hear the reload, knowing when there's shots nearby behind a wall, when the flag is being taken, or when someone is driving behind me.

Maybe for some players all the sounds in the battle are a lot of information to process. No I'm not calling those players stupid. I'm just saying that some just want to play the game and blow things up without needing to worry about who's near them or what's shooting at them.

 

It just depends on the player.

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I have always been playing Tanki without any sounds on. The silence gives me smooth game-play. Of course, there are more reflexes required in battles with no sound on but my reflexes are really good since I always end up first in battles. 

 

I even used to play CSGO without any sound on, always used to mute team mates so I don't hear them through the mic. Somehow I play better without any sound/music in the background. 

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