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Feature Request: Stereo Sound support
Right now, only mono sounds are supported. Please Bethesda, if you can, implement Stereo sound support. I'll need it if I'm going to release my own HD sound pack on the workshop.
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Showing 1-9 of 9 comments
VoDa 5 17 Nov, 2015 @ 7:46am 
Well f you are going to make a sound pack add the old q3 sounds!! annoucers and so on lots talk about old q3 sound!!!
AN BIFFED ELF!!!! 17 Nov, 2015 @ 1:56pm 
not going to happen
Originally posted by AN BIFFED ELF!!!!:
not going to happen
They already added OGG support to the old engine, I can't see why they can't do Stereo sound as well. Hell, even DarkPlaces for Quake 1 has it. Also sure ioQuake3 has it.
Last edited by StrikerTheHedgefox; 17 Nov, 2015 @ 8:34pm
Ragnvaldimator 22 Nov, 2015 @ 8:24am 
I have stereo sounds, I remastered them but I can't uplod them. I did the weapons first.
Last edited by Ragnvaldimator; 22 Nov, 2015 @ 8:24am
Ragnvaldimator 23 Nov, 2015 @ 3:18am 
Last edited by Ragnvaldimator; 23 Nov, 2015 @ 3:18am
Makaki 24 Nov, 2015 @ 1:56pm 
Sounds are mono, because sound sources in a 3d space are mono, even in real life.
YOU hear in stereo depending on where the source is positioned, and according to lots of studies, we actually do better positioning than that (see Head-related transfer function)

eg: A dog doesn't bark in stereo. It's a mono sound originating in a single point. The engine will mimic that and do it's own stereo interpretation of it for where the camera is located.

If anything you could ask for the game to have a form of surround sound, but remember no new features will be implemented at this point.

Pre-mixed stereo sounds would only be useful for UI sounds, or Voice-over sounds. IDK if those can be positioned binaurally by the engine (using the mono files). But IMHO having the UI or VO be in stereo, doesn't add much for the player.
Pre-Mixed stereo sounds are useful for gunfire. Also useful for explosions if you want to simulate the dynamics of sound refraction. You're really forgetting that aspect about sound, even sounds that come from a singular source are picked up differently by each ear, and that isn't just panning.

Mono gunfire sounds are really flat, and don't really portray how such a sound would be heard in the real world.
Last edited by StrikerTheHedgefox; 25 Nov, 2015 @ 5:08am
Makaki 25 Nov, 2015 @ 1:20pm 
sound refraction should be an engine feature, not premixed. But I don't think the sound portion of quakelive has been updated in a while.

And whatever the ears pickup, should be processed by the engine depending on camera position, not pre-mixed either.

Pre-mixing would actually be a lazy shortcut.
Originally posted by McAfee:
sound refraction should be an engine feature, not premixed. But I don't think the sound portion of quakelive has been updated in a while.

And whatever the ears pickup, should be processed by the engine depending on camera position, not pre-mixed either.

Pre-mixing would actually be a lazy shortcut.

That's still only part of it. Listen to the sounds in Quake 4 as opposed to the previous games. Another good example is Half-Life 2 with some of it's weapons, like the pistol and Revolver. Fallout 3 also has the same idea. Gunfire sounds in those games are made in stereo to correctly portray their sound, often in ways that would be too CPU-heavy for a dynamic sound system. Just FYI, other effects, like reverb, positioning/panning, and whatnot would still be handled by the engine like normal.

BTW, compare this: https://www.dropbox.com/s/18e1hu621i6n12h/357_fire2mono.wav?dl=0
To this: https://www.dropbox.com/s/g266b1rp8mcv37g/357_fire2.wav?dl=0

or this: https://www.dropbox.com/s/5evbld9j2sqipub/9mm_Fire3.wav?dl=0
to this: https://www.dropbox.com/s/rzanksn5976xhyv/9mm_FireST3.wav?dl=0
Last edited by StrikerTheHedgefox; 25 Nov, 2015 @ 5:22pm
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