[Donion] [1.1.70] Audio imbalances, EVERYWHERE
Posted: Mon Oct 24, 2022 4:10 pm
I've always been... perturbed? by the slight audio imbalances in Factorio, but ignored them.
But they grate. Oh, how they grate on my ears!
And the recent acknowledgement of a wildly bad example of the audio imbalance has me feeling encouraged that there might be hope for fixing the other audio imbalance issues, and so I present... a slightly clumsy video of me demonstrating several instances of audio imbalance through the use of Audacity.
(I've cut out a few of my most awkward struggles with Audacity and PowerToys's "Find My Mouse", if you notice any cuts in the video. I almost cut out the section demonstrating wind noise, as I felt it went on slightly too long, but ended up not cutting it just for the sake of consistency. Sorry if it drags on a bit.)
Audio imbalances include, but are (probably) not limited to:
(And now I'm realizing that maybe all these were also fixed by fixing the Flamethrower Turret? But on the off chance that they weren't...)
But they grate. Oh, how they grate on my ears!
And the recent acknowledgement of a wildly bad example of the audio imbalance has me feeling encouraged that there might be hope for fixing the other audio imbalance issues, and so I present... a slightly clumsy video of me demonstrating several instances of audio imbalance through the use of Audacity.
(I've cut out a few of my most awkward struggles with Audacity and PowerToys's "Find My Mouse", if you notice any cuts in the video. I almost cut out the section demonstrating wind noise, as I felt it went on slightly too long, but ended up not cutting it just for the sake of consistency. Sorry if it drags on a bit.)
Audio imbalances include, but are (probably) not limited to:
- Building operation audio being shifted right-from-center
- demonstrated by me "standing" (all demonstrations take place in Sandbox mode) so that a radar is slightly to the LEFT of center (as demonstrated by an on-screen ruler showing approximately 762 pixels remain between a radar and the left edge of the screen, and 857 pixels exist between the radar and the right edge of the screen), and then recording the audio in Audacity and demonstrating a several-decibel difference in the left and right audio channels, with more decibels being on the RIGHT as if the audio is coming from my right, despite the radar being to my LEFT.
- In full disclosure, I struggled to get the radar truly centered, hence the slight off-set favoring the left.
- demonstrated by me "standing" (all demonstrations take place in Sandbox mode) so that a radar is slightly to the LEFT of center (as demonstrated by an on-screen ruler showing approximately 762 pixels remain between a radar and the left edge of the screen, and 857 pixels exist between the radar and the right edge of the screen), and then recording the audio in Audacity and demonstrating a several-decibel difference in the left and right audio channels, with more decibels being on the RIGHT as if the audio is coming from my right, despite the radar being to my LEFT.
- Building pick-up (from inventory) being shifted severely right-from-center
- This being a sound I associate with UI or player actions, I'd expect it to be centered? The gap is, I believe, a sizeable 4db difference.
- Building placement being shifted right-from-center
- This is despite me placing the building in what appears to be slightly-left-of-center. While I don't show measuring it on screen, you can verify that it's the same 746/863 pixel split as the radar on your own if you care to.
- A slight right-shift of building deconstruction (picking up from the world)
- Again, placed slightly-left-of-center, but a slight shift of the sound to sound like it's coming from the right.
- Wind audio favoring the right channel
- Volume Settings Dialog Confirmation Beep being shifted LEFT (not right)
- Good news, though! The 'click' from other buttons seems relatively centered!
(And now I'm realizing that maybe all these were also fixed by fixing the Flamethrower Turret? But on the off chance that they weren't...)