Dev letter: Footstep Sound Rebalance

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Hey There players,

Sound is a subject brought up frequently in thecommunity We know that sound is incredibly crucial to PUBG gameplay and while our goal has actually constantly been to provide an extremely immersive, practical sound environment that is reasonable to everybody, we have actually seen some issues along theway Footstep sound impacts have actually been a particularly large endeavor forus Today we want to speak about footstep sounds in specific, and what we’re doing to enhance them for you.

Footstep Issues:

  • Poor quality footstep sounds on some materials such as sand, soil, and yard.
  • Abnormal sound changes over ranges.
  • Large acoustic distinctions in between shoes and barefoot.
    • In specific, when an enemy is barefoot, it makes much less noise from particular ranges compared to when they are wearing shoes, making it hard to identifyenemies While this definitely makes good sense reasonably, it’s not perfect for the sake of PUBG gameplay.

Your feedback on the above issues has actually been clear, our current footstep sounds do not give you the information you need to make key decisions whileplaying As a result, numerous players have actually turned to cranking their volume to hear these sounds, which can also lead to an unfavorable experience when PUBGs other, louder sound impacts kick in.

We attempted to carry out a fix last Summer Season, which was released a bit too quickly and resulted in some pushback due to unintentional confusion and unfavorable gameplay experiences. As a result, we rolled back these changes and promised we ‘d be back with changes to the system.

Ever Since, we have actually been heads down working on a much better system and have actually come up with the following option for footstep sound impacts.

Boosted quality and specified information

Our previous footstep sounds did not have comprehensive distinctions for various ground materials, triggering the very same sound to be consistently produced. This made sound impacts abnormal and dull, particularly over longer ranges.

The updated version produces more comprehensive sound impacts, even on the very same materials, compared to the previousversion We have actually also added a range of random variations to reduce the dull redundancy of footstep sound impacts.

Boosted quality and specified information

Our previous footstep sounds did not have comprehensive distinctions for various ground materials, triggering the very same sound to be consistently produced. This made sound impacts abnormal and dull, particularly over longer ranges.

The updated version produces more comprehensive sound impacts, even on the very same materials, compared to the previousversion We have actually also added a range of random variations to reduce the dull redundancy of footstep sound impacts.

https://www.youtube com/watch? v= 9RHm1R3Asps

Boosted footstep quality over distance

When attempting to create various footstep sounds that differ by distance, we kept the resource itself the same however reduced the bandwidth and the volume of high-frequency. Footstep sounds in long and mid range ranges ended up being stifled, lower quality, and more hard to hear.

We divided distance into 2 (long and brief ranges) or 3 (short, mid, and fars away) depending on the materials and attributes motion and created a new sound design much better fit to them. Thanks to these changes, long and mid range footstep sounds should now be more audible compared to the previous ones.

Reduced acoustic space in between going barefoot and wearing shoes

Realism is very important for us, however we also think that fairness in gameplay is one place where there can be exceptions to realism. The big sound space in between steps with and without shoes in the existing sound rules are a bigissue In this case, we altered realism a bit to make the gameplay feel much better.

Our new footstep sounds are produced using a mix of what you’re wearing and how far you are.

  • At close ranges, footstep sounds will be various depending on if the player is wearing shoes or not, nevertheless the volume of the steps has actually been adjusted, offering no benefit to being barefoot.
  • At mid-to-long ranges, the footstep sound will be exactly the very same, whether the player is wearing shoes or not.
  • We feel the above compromises realism enough to make approaching enemies easier to hear, however keeps the realism of the various sounds once they’re close.

https://www.youtube com/watch? v= _ S4TI9v0U70

This is just a short summary of the sound enhancements we have actually been working on.

We’re still tweaking other sound issues and checking out the correct volume balance in between whatever from firing to footstep sounds internally. When we have actually settled on our strategy for those, we’ll share another Dev Letter. In the meantime, we hope you enjoy the footstep sound updates in Update 8.1. We want you to be able to fully immerse yourself in all elements of PUBG without an unfavorable sound experience pulling you out and hope this first step assists us towards that goal.

Thanks, and we’ll be back with more soon!

Kyungwon Park, PUBG Sound Team.

Source: https://www.pubg.com/en-us/2020/07/15/dev-letter-footstep-sound-rebalance/.

Marques
Marques
I am the main reporter of Gaming Ideology. I love to play 2D Games like CupHead. I am working as a reporter for five years now and loves to provide gaming news to others.

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