BioWareJer

BioWareJer



09 Apr


14 Mar

Comment

Originally posted by ProfessorAntonHa

from where exactly would you like a screenshot?

Sorry for the delay, had some time off.

If you right click the speaker icon in your taskbar tray you will get a 'Playback Devices' option. Click the output you are using, select 'Configure' and navigate to the 'Advanced' tab.

Comment

Originally posted by Fonze0008

You got it fixed thanks!!!

:)

Comment

Originally posted by Fonze0008

Thank you so much, in trying to find this bug on the answers site, I really appreciate you reaching out to them for me

No prob!

Comment

Originally posted by Jim655321

So, I've tried something on Xbox One that has worked for me.

I changed my audio setting from Home Theater to headphones.

Before changing it, I lost sound in every contract and every stronghold. I haven't lost sound since changing it. I thought of it after seeing that the number of voices might have something to do with it, and figured stereo sound would be less demanding than Home Theater.

Interesting. The issue could be hitting one of the surround channels more often, which would be eliminated in some cases by this setting. Noted, thank you!

Comment

Originally posted by BreadGoneBad

I'm having an issue regarding the sound. Whenever I'm moving from one area to another, like moving through doors in Tarsis, or in intense scenes with lots of action and enemies spawning and explosions happening, the sound crackles an awful lot. I have tried reinstalling the game, changing HDMI, changing HDMI port on my screen, change the whole screen, changing sound setting on the PS4 (Linear PCM, Bitstream (dolby) and Bitstream (DTS). I have tried with different headsets and speakers. Nothing seems to clear the problem. It takes away a lot of the joy of playing the game hearing crackles every time I use a gun or jump in the air during a fight or when I'm just walking around Tarsis. Do you have any suggestions as to what might be wrong? I'm not getting the same crackling in any other games.

I'm on a regular PS4

The crackling sounds are almost identical to the sounds recorded in this video from BF1
https:...

Read more

Sounds like performance related audiomix issues. Are you running of an SSD, the main disc drive on the PS4 (HDD, stock) or the disc directly?

Comment

Originally posted by JetStorm93

u/BioWareJer I know people can easily get acquainted with hubs or small maps, but I think adding the ability to "track" a person in Fort Tarsis would be helpful. Maybe add a holographic line on the ground that takes you to the person you need to talk to next. I still have to consistently open my map to make sure I'm going to the right place, then walking around that area to actually find them.

Good idea, noted :)

Comment

Originally posted by Strickers95

u/biowarejer any followup on Left-Alt being unbindable?

No sorry, I think it got logged but there are some bigger issues being addressed first :)

Comment

Originally posted by Strickers95

u/biowarejer any followup on Left-Alt being unbindable?

No sorry, I think it got logged but there are some bigger issues being addressed first :)

Comment

Originally posted by byron_hinson

Might be an old thread but wanted to say while I’d love Atmos. The sound mix on my speaker system is superb. Some of the best I’ve heard.

Thanks!


06 Mar

Comment

Originally posted by Fonze0008

I'm also having the bug Xbox BCE Fonze, I can get into the last tomb but there is nothing to interact with. Tomb of yventia opens but won't let me do anything.

Thought that was addressed. Please file the issue at https://answers.ea.com/t5/Anthem/ct-p/anthem-en and I'll pass on your user to the Live Ops team.

Comment

Originally posted by ProfessorAntonHa

Hey Jer, thanks for your comment. tried all these and no changes. fresh install windows aswell, as soon as i installed the game and run it, sound went bad again. and i tried different headphones and earphones 3.5mm jack direct into sound card. it is certainly with the game

Hrm. That sucks. Can you send me screen shots of your windows audio settings?

Comment

Originally posted by mavalent

Mine still cuts out at 35-40% master volume. So don't think it's completely related to that. I do hear it start to pop before it goes out though.

Good to know - we have multiple fixes in the pipe for this so hopefully it's addressed soon :)

Comment

Originally posted by Gronti

Can I please have the audio file of the Colossus' Cloudburst? I want... no, I NEED to make a 10 hour loop of it starting up and firing, over and over and over. It's soooo satisfying!

Hahahahah...awesome. We can't hand out assets but maybe we could make you a special version :)

Comment

Originally posted by MCXL

Well I mean dynamic music of some kind is the norm for action games these days, but that seems like a whole lot of factors. This strikes me as one of those trade offs of you could use less voices if you made more versions of the tracks on the dick, and then chose those mixes based on those factors (IE go down to a 4 track solution, but have 4 times the music on disc to maintain the same amount of options as far as music corresponding to action.)

Still, would love to see the logic trees that dictate the mix, etc.

Well technically it's 'less' - it's the fact that we play music in quad (Left, Right, Left Surround, Right Surround).

I actually have a cool presentation I gave at a conference, I'll see if I can dig it up. It explains it much more eloquently :)


04 Mar

Comment

Originally posted by MCXL

16 channels for music is a lot!

I don't really know the nitty gritty of how this engine works, but could you offload music to a prerender, and then play it back on one channel as a submix? Maybe do a similar thing with the sound effects from ally javelins?

I dunno, sound in games is a foreign art to me, I come from a music production and radio production background, with a little film work, so I am sure you guys have considered all this stuff.

Still, I have spent more than a reasonable amount of time watching videos like this, https://www.youtube.com/watch?v=zF_jcrTCMsA

Not a terrible idea if the music was static, but it's actually completely dynamically controlled by the game, based on who you're fighting, who's targeting you, how many enemies, and what you are doing in combat, ie. headshot!

Comment

Originally posted by ProfessorAntonHa

please fix the audio issue, as soon as i installed the game opened it, the audio on headphone mode on my asus strix raid dlx sound card is distorted, alot quieter and echoes. its horrible. even reinstalled windows to check and as soon as i installed and opened the game it happened again. changes the game makes to sound are permanent and couldnt resolve it anyhow

Couple things to try: - ensure all audio output devices are set to the same sample rate and bit depth (16/48 ideally) - turn off ALL 'enhancements' on your sound card (these vary by manufacturer but can cause issues) - try analog/wired solutions instead of USB/Bluetooth, they have also been causing issues.

Let me know!

Comment

Originally posted by timex100

I used to get this bug every day. Setting in-game sound to 90% made the issue disappear completely.

Whoa - you may be on to something here. We will dig, thanks!


03 Mar

Comment

Originally posted by MCXL

I mean I totally get it, most game engines have hardcore safety features it comes to this stuff to make sure that they never go over budget.

It's interesting that it's not an issue for battlefield even though well battlefield games are about as chaotic as it can get.

Super interesting and I appreciate the reply.

Yeah it's an issue of balance - We work really closely with our friends at DICE. They have much simpler requirements for ambience, Foley and music for example, and that gives them a bit more 'headroom' to play with. We have pretty much maxed out what FB can at the moment with four versions of really complex sounds for each players' suit, weapons, abilities (and then add 16 channel music, dynamic weather, day/night, procedural whooshes, etc...).

Comment

Originally posted by MCXL

Is it an issue of just running out of voices in the engine?

Sort of - it's actually the cpu spiking when trying to decode all of them.

Basically, the hardest issue about Anthem vs. say MEA for example, is that we have FOUR 'main players'. In the past we can optimize NPC/Enemies a lot more, but with every player being able to equip crazy amounts of gear that play crazy amounts of sound it can real hectic really fast. We have a couple fixes being tested right now for the dropout issue (s) and are continuing to look at ways we can optimize decoding in Frostbite. Hope that helps explain it a bit!