Sound mixing/volumes broken in latest patch

The latest patch (18.15886) causes some audio cues to trigger at considerably different volumes. Either too quiet (TC cue) or deafeningly high (Minotaur, Ox Cart, etc.).

This is especially troublesome when playing with headphones.

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Sound issues I’ve noticed are:

  1. Building selection sound effects (the unique sounds that each building type makes when you construct them or select them) are too quiet compared to the unit-selection sound effects.
  2. Sounds that come from a source far away from your viewport (far away from where you’re looking on the map) such as a new building constructed, sound too distant. They’re too quiet.
  3. The music is being ducked too much with each unit/building/alert sound effect. Just do a bit less ducking. This is being exacerbated by the fact that the building sfx are too quiet, but it seems to be ducking the music by the same amount of gain reduction as the unit sound effects do, which are louder – so it leads to a kind of disorienting compression effect.

This should be easily fixed with some parameter/balance tweaks.

Hi! do you still have these issues after yesterday update?

Yes, still the same.

The distance vs volume effect is still too exaggerated. Sounds coming far away from the “camera” are still almost inaudible and those close are deafening. Some units and buildings (e.g. Ox Cart, Minotaur) seem to just ignore this and go full volume always. Using headphones makes these extremes even more noticeable.

Just adding a toggle to switch off this distance effect in settings would cure 99% of the problems we are facing.