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Request for the sound in future...

posted by Johnny Walker on - last edited - Viewed by 506 users

I realise there's only two episodes unreleased, but could someone make a note somewhere of the sound issues. I'm not talking about quality, I'm talking about levels: The default levels of EFFECTS, MUSIC and VOICE make the game impossible to understand. In every episode I've had to turn down the MUSIC, and sometimes the EFFECTS, a notch or two every episode, in order to hear the VOICE clearly.

Episode 3 has been the worst, on top of the problem I've mentioned above, there were specific moments that were very bad:

- Ted E. Bear's mumbling is completely inaudible.

- When you win at the unarmed bandit, the door closing stomps right over the mafia guy's line, making part of it unintelligible.

- The three heads on the casino wall that sing that hilarious song, are turned WAY too low. I'm surprised that something that must have taken so much time and effort was barely audible. Thankfully we get to hear it in full during the end credits, but why make it so low in the game itself?

- During the car chase, Max's megaphone was turned up way too high... I know it's supposed to be "loud", but there's ways of making it sound loud, without making it LOUD. Compared to Sam's voice, the difference was massive, and annoying.

Otherwise, wonderful work once again! I'd have to say that Episode 3 has been my favourite so far! Brilliant stuff!

Looking forward to Episode 4!

19 Comments - Linear Discussion: Classic Style
  • Those volume adjust sliders are there for a reason! It sounds different for everyone. That said, the sound guys play through the final build of the game once from start to finish and assess where the sliders should default to, and that's what we ship with. They're not totally arbitrary or something!

  • I always use the default sound settings, your sound crew has a good ear for volume levels.

  • I've been terrified when I used Max's megaphone for the first time in this episodes!

    You know, I was playing with my headphones, and I've clicked on the megaphone icon, and then... Oh my god... It's terrible! I can't speak about that because it's too terrible! I've thought that blood ran my ears!

  • The megaphone in episode 3 was slightly insane. That was a bug! In the rest it's usually pretty good though?

  • I always turn down the music volume a little bit to hear the speech better, not a big deal. Can we get a 'speed' option built into the telltale tool like from old sierra games? I want to whizz Sam and Max around the screen = )

  • @Jake said: Those volume adjust sliders are there for a reason! It sounds different for everyone.

    It's weird then, that TVs, cinemas and DVDs don't come with the same "slider" options. :p

    That said, the sound guys play through the final build of the game once from start to finish and assess where the sliders should default to, and that's what we ship with. They're not totally arbitrary or something!

    I appreciate that. I'm just pointing out an existing problem. (I gave very specific examples, all of which are 100% repeatable and prevent the user from experiencing the sound as it was recorded in Episode 3.) As for the other games, you're right, it's clearly not a massive problem, but it is a little annoying and it would be cool if it could be a given a little extra attention for Episodes 5 and 6.

    I always turn down the music volume a little bit to hear the speech better, not a big deal.

    Glad I'm not the only one! :)

  • @lerenwe said: I've been terrified when I used Max's megaphone for the first time in this episodes!

    You know, I was playing with my headphones, and I've clicked on the megaphone icon, and then... Oh my god... It's terrible! I can't speak about that because it's too terrible! I've thought that blood ran my ears!

    My brother is looking funny at me, because he wonders why I just laughed out loud. :D

    --Erwin

  • @Johnny Walker said: It's weird then, that TVs, cinemas and DVDs don't come with the same "slider" options. :p

    They're also not intended to be interactive and dynamically mixing themselves at all times. ... :p

  • @Jake said: They're also not intended to be interactive and dynamically mixing themselves at all times. ... :p

    That doesn't seem to hold up to much scrutiny, unless you're saying that the user is supposed to adjust the sliders periodically through the game as the scene changes? :D

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