Audio

In this forum, you can share all of your thoughts and suggestions on everything audio related, from the menu music to the sound a zombie makes when you chop off its head with an axe.

Let’s hear your ideas:

(thinking…)

Enter your idea and we'll search to see if someone has already suggested it.

If a similar idea already exists, you can support and comment on it.

If it doesn't exist, you can post your idea so others can support it.

Enter your idea and we'll search to see if someone has already suggested it.

  1. In game voice

    In game voice-chat should be private and have an unlimited range to balance out the 3rd party voice chat issue.

    OR you could separate randoms and premade games. Taking out pregame chat in randoms games would greatly lessen the chances of a 3rd party chat program. It would also make randoms, truly random.

    142 votes
    Sign in
    Signed in as (Sign out)

    We’ll send you updates on this idea

    82 comments  ·  Flag idea as inappropriate…  ·  Admin →

    We have merged a number of the in-game voice feedback posts together so that we can share our thoughts regarding the decision-making and background in terms of in-game communications and 3rd party VOIP programs.

    We knew from the beginning that players would use external comms systems, and when it comes to forcing something like this, there is no way for us – from both a technical and legal standpoint – to control something like this.

    There are many different VOIP systems that are used (Discord, Teamspeak, Skype etc.), specifically when it comes to competitive multiplayer gaming, and now, even the major distribution platforms such as Steam offer a built-in voice communication system.

    So instead of attempting to reinvent the wheel, we thought about how we can offer an additional layer of communication that suits the game play and supports random teams. The answer to this is 3D positioning and attenuation,…

  2. Walls, floors and ceiling should absolutely dampen the sound!

    It's early access but I seriously think that this should be implemented ASAP. It's pretty frustrating to look for a monster circling around the bushes only to find out he was in the underground catacombs all the time.

    Also, the sound of moving through shattered glass in first person shouldn't follow the player. It totally sounds as if there was someone right behind you when it was just you stepping on things.

    306 votes
    Sign in
    Signed in as (Sign out)

    We’ll send you updates on this idea

    14 comments  ·  Flag idea as inappropriate…  ·  Admin →

    Hey everyone,

    Sound is an important feedback indicator of HUNT; we definitely have plans to improve what is referred to as “sound propagation” in the game.
    The described issue is called “occlusion”: The sound should not be audible if there is a solid wall between the listener and the source as described here.
    https://www.audiokinetic.com/library/edge/?source=SDK&id=soundengine__obsocc.html

    We have already tackled the first steps: the underground areas are marked with a special surface type now which is set up to fully dampen the sound if between the listener and the emitter.

    Our next step will be to adjust the various audio sources to check this condition via a ray cast between the emitter and listener. Once this is in place, we will extend the dampening to also have a more realistic “obstruction” effect.

  3. Extraction Sound Should be Quiet

    The Sound/Music that plays when you are extracting is very loud which makes it harder for players to listen for enemies. In a game with such incredible sound design this feels wrong. It's suspenseful music but it also makes you stressed for the wrong reasons. Making this sound go away would let us be more aware when extracting.

    17 votes
    Sign in
    Signed in as (Sign out)

    We’ll send you updates on this idea

    4 comments  ·  Flag idea as inappropriate…  ·  Admin →

    This will be already a lot quieter during the upcoming content patch 1! If we receive more feedback we will balance it again later on.

  4. Have a small Ping sound when a player is found to que with.

    There needs to be this sound, because que times and finding players do take sometime, which may get better over time. But if i am messing around on my phone while waiting to find a player sometimes, one is found and the poor soul has to wait there till i realize and ready up.

    10 votes
    Sign in
    Signed in as (Sign out)

    We’ll send you updates on this idea

    1 comment  ·  Flag idea as inappropriate…  ·  Admin →

    Hello,

    This will be in Patch 1, we already planned to add this feature but you’ll be able to experience it in our first content update!

  5. Sounds and environment, natural balancement

    Over all u did an amazing job with the sounds, especially at night this fits. What i would like to have, would be a better balance of things lying on the floor, such as glas and cans. At the moment things like glas seem to be placed very artificial and the sound fits to this impression (for me), compared to the footsteps, the sound of glas and cans is too loud for me. And there should be more natural things on the ground, like dry branches. Also the area in which the sounds of cans and glas gets activatet seems…

    11 votes
    Sign in
    Signed in as (Sign out)

    We’ll send you updates on this idea

    1 comment  ·  Flag idea as inappropriate…  ·  Admin →

    With Update 2.0, we introduced some extra sound traps to the game. If you have played recently, you may have noticed some snapping twigs while walking in certain areas. This is just one addition we have made, and plan to introduce more as we progress through Early Access.

    We will also continue to make improvements to existing sounds traps as well as other aspects of audio to continue improve upon what we have introduced.

  • Don't see your idea?

Feedback and Knowledge Base