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View Full Version : Individual Volume Sliders Please!!



Dracolich
03-07-2008, 01:22 PM
I made a thread about this about 10 months ago so I thought I would bring it up again to see if the technology to impliment it is possible yet.

I would like a "Right Click" option on peoples names to either increase or decrease their volume on my client end. So many time I am in a group were 2 people are mouse quiet and one person blows my subwoofer up. Now if I turn up my volume to hear the other two people my speaker blows up. If I turn it down I lose out on information being passed. There has to be a way to adjust these things client side, DDO I believe was the first to impliment ingame voice software so we were ahead of the curve on that lets keep the trend going.

Thanks again and sorry for bringing this back up. Its like eating too much garlic, everytime you belch you taste it again.

Talon_Moonshadow
03-07-2008, 01:25 PM
Yes if this is possible, it would be a great addition to the game!

Plz, Plz, plz!!!!!

My wife is always complaining that my game volume is too loud.......when it is all because I need to hear someone who is really soft, but then there is always someone who is overpoweringly loud. (usually the last person, I really want to hear too :( )

llevenbaxx
03-07-2008, 01:35 PM
Agree, that would be awesome. I usually miss out on alot of conversation because I have my volume set to the loudest person, leaving the others at little to no sound. Not quite sure why this is but I would love to have individual sound control as the fix.

Beherit_Baphomar
03-07-2008, 01:37 PM
This would make the game so much better. Some people SCREAM in my ears, others I have to turn all the other sounds off to hear them.

*HIJACK IN PROGRESS*

While yer fixin' that Turbine, can you also make it so that my cleric can switch people around? For instance;

"Bob The Cleric you heal Jabby McJabbyface, Sorcie The Sorcerer and Rusty The Warforged"

It would be nice if I could group all those guys together rather than one being top left, one being bottom right and one
being middle left.

Cinwulf
03-07-2008, 02:14 PM
Amen, there's been more than a couple of times I wished I could put someone in the party on mute, setting their volume to min would work just as well :p

Dimicron
03-07-2008, 02:23 PM
I agree with this, the voice chat in DDO needs this.

Erchamion
03-07-2008, 03:10 PM
/signed

Mindspat
03-07-2008, 03:23 PM
This would be a lot more useful them my current process of /squelch!

Samy
03-07-2008, 03:50 PM
I would also really appreciate if the green text stayed on for longer, maybe gradually fading back to white over a span of 15, 30 seconds. Often when somebody says "can I get a heal", i look over to the name list, and the green is already gone.

Heladron
03-07-2008, 03:55 PM
Personally I like how the current system works.

I talk in a church voice and someone says, "I can't hear you." I yell back, "Can you hear me now?"

Another person comes across too loud and we all say, "Holy #@$# dude, you just broke my ear drums can you turn your mic gain down?"

Eventually it all equalizes.

Mockduck
03-07-2008, 04:11 PM
Yes! I totally want this too.

Hate to be the bearer of bad news, though. Don't think it's likely unless the Gamespy voice chat engine that Turbine uses for the game gets a major update. I could be wrong, but I think all of the voice stuff is sent to you through essentally "one channel", which would make variable volume control difficult to implement. Sort of the difference between an old sound card and a full duplex sound card. But I could be wrong....

Sheezgame
03-07-2008, 07:23 PM
Yeah this would be great, but I haven't even seen other *real* chat systems with the ability to do this. While it seems simple it could actually be a bit tricky to do!

Rkik_Dnec
03-07-2008, 08:15 PM
/signed

This would be great.

Tous
03-07-2008, 09:28 PM
/Signed

Would be great!

Dracolich
03-08-2008, 08:37 AM
Yeah this would be great, but I haven't even seen other *real* chat systems with the ability to do this. While it seems simple it could actually be a bit tricky to do!

I definetly agree the idea is oversimplified. For all I know somone could be trying to do that very thing. I was just vocalizing my frustration. Its either how their voice is translated in the server or its from their comp.

You would think if they did the voice test it would show up either being too quiet or too crackling and loud. For all I know you cant hear if your sound is deficient when you do a playback test.

Thanks for listening and if it does get developed I will be a happier gamer but I will like anyone bear with it since we do have a good system as it stands.

Dimicron
03-08-2008, 10:50 AM
Yeah this would be great, but I haven't even seen other *real* chat systems with the ability to do this. While it seems simple it could actually be a bit tricky to do!

It can be done in Ventrillo. I think it can be done in Teamspeak also, not sure about that one though. I have absolutely no clue how DDO's voice chat works though.

krykvyk
03-21-2008, 09:27 AM
One way they could help this problem (it wouldn't be a perfect fix but it wouldn't require much code change either) would be to put a user controlled compression effect on the incoming voice channel. A low (quiet) incoming signal would automatically have the gain boosted and a loud signal would be toned down to a user-specified maximum volume. If they did this, they wouldn't have to recode the voice signal into separate channels for each voice, it would just involve adding a very simple client side audio effect. Like I said, it wouldn't be perfect, if 2 people spoke at once and one was very loud and one very quiet the loud voice would basically drown out the quiet one. Also, if the signal was very low and required significant boosting most of the time (as I think it would, my problem is that chat is too quiet), then especially soft sounds might sound distorted and be hard to understand. In my opinion, however, anything like this would beat turning all the game sounds down to almost nothing and maxing the voice volume, which is what I'm forced to do now if I want to hear most people's voice.

JacknCoke
03-21-2008, 10:03 AM
The title says it all!


/signed!!!!!

Horrorscope
03-21-2008, 10:12 AM
And if it can't be done techinically then a quickie radio button interface next to their name that is used to rate each players volume quality: Quiet, Good, Loud. All team-members can vote on it and the results are sent back to each user for themselves what the other members think. No muss, no fuss, very democratic and something no one can take offense at.

In the meantime I just man-up and do the old fashioned thing... I let them know either way and hope they adjust. The hardest one's are the quiet one's because they'll still be really low but their gain is already at 100%. It is o/s level adjustments at best at that time.

Lundivar
03-21-2008, 10:27 AM
/signed


Would be really useful!

Allgee
03-21-2008, 10:29 AM
how about for realism, loudness should be determined by how far away they are in a quest in relation to you.:)

Farrier
03-21-2008, 12:10 PM
I agree - we need something to allow us to protect our equipment.

I refuse to buy new speakers (mine are starting to crackle after several party members have blasted through) until I can protect them, over to you Turbine.

I like the ease of use of the DDO voice system - but I hate the ramifications on my equipment.

Extending the green color bars would probably fail as 2+ would remain green at the same time. I always just tell'em if you need a quick heal - say your name!

Simple is best.

JTsays
03-21-2008, 01:38 PM
As soon as this this is implemented, I'd like peeps in real life to have volume sliders too.

pleez.

Mockduck
03-21-2008, 04:02 PM
One way they could help this problem (it wouldn't be a perfect fix but it wouldn't require much code change either) would be to put a user controlled compression effect on the incoming voice channel. A low (quiet) incoming signal would automatically have the gain boosted and a loud signal would be toned down to a user-specified maximum volume. If they did this, they wouldn't have to recode the voice signal into separate channels for each voice, it would just involve adding a very simple client side audio effect. Like I said, it wouldn't be perfect, if 2 people spoke at once and one was very loud and one very quiet the loud voice would basically drown out the quiet one. Also, if the signal was very low and required significant boosting most of the time (as I think it would, my problem is that chat is too quiet), then especially soft sounds might sound distorted and be hard to understand. In my opinion, however, anything like this would beat turning all the game sounds down to almost nothing and maxing the voice volume, which is what I'm forced to do now if I want to hear most people's voice.

Now this is an excellent idea! That could make a big difference, for sure. Only issue would be increased 'clipping' possible for the loud person, but it's a good start nonetheless. Only thing is most compression I've seen in the digital audio world actually decreases the overall volume, so you would need a combination of a compression and a normalization program for it to be most effective.

djinni69
03-21-2008, 04:44 PM
/signed

I agree 100% with the OP. Please Turbine, make this happen. Lord knows, if you guys can figure out the Havok engine, this should not be beyond you ;)

Arj
03-21-2008, 11:03 PM
/signed

This is a brilliant idea.