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  • Did you know there is an odd occlusion zone on Customs where someone outside sounds like they are inside?

    你知道海關有一個奇怪的閉塞區,外面的人聽起來就像在裡面一樣嗎?

  • Talk of sound has changed a lot in patch 15, so today we're going back through all of the headsets to decide if there are any serious differences to before, as well as some other situations that seem to have changed with the update.

    在第 15 個補丁中,關於聲音的話題發生了很大變化,是以今天我們將回溯所有耳機,看看它們是否與之前有嚴重區別,以及更新後似乎發生了變化的其他一些情況。

  • Including a fascinating case study at the end with this weird spot on Customs where an out-of-place occlusion zone is causing strange results.

    包括最後一個引人入勝的案例研究,海關上有一個奇怪的點,一個不合適的閉塞區導致了奇怪的結果。

  • What?

    什麼?

  • So to start with, let's take a look at the regular movements.

    是以,首先讓我們來看看常規動作。

  • With this wipe, we've had 3 new regular headsets added, the Comtac 5s, the Comtac 6, and the Safariland Liberator, as well as 2 special sets of Comtac 5 and 6, but these are designed to work with the XFIL helmets specifically.

    通過這次擦拭,我們新增了 3 款常規頭盔:Comtac 5s、Comtac 6 和 Safariland Liberator,以及 2 套特殊的 Comtac 5 和 6,但這些都是專門為與 XFIL 頭盔配合使用而設計的。

  • I have not tested these XFIL Comtacs on their own, but from what I've seen around, they are basically the same as the regular ones.

    我沒有單獨測試過這些 XFIL Comtacs,但從我看到的情況來看,它們與普通的 Comtacs 基本相同。

  • For once, Tarkov is actually now somewhat intuitive here, and the Comtac 6s come out as the best headset on all metrics, with the GSS-H being the worst.

    這一次,塔爾科夫的表現確實有點直觀,Comtac 6s 在所有指標上都是最好的耳機,而 GSS-H 則是最差的。

  • When running underweight, you can be heard up to 61m away with the Comtac 6, and 54m with the GSS-H.

    在重量不足的情況下,使用 Comtac 6 最遠可以聽到 61 米外的聲音,使用 GSS-H 最遠可以聽到 54 米外的聲音。

  • No headset is 47m, and then the rest of them just lie somewhere in between.

    沒有一款耳機是 47 米的,其餘的則介於兩者之間。

  • As before, walking is very similar to running on its maximum distance.

    如前所述,步行的最大距離與跑步非常相似。

  • I do want to caveat here though, that although walking is technically audible at these ranges, it is quite a bit quieter.

    不過,我想在這裡提醒一下,雖然在這些範圍內技術上可以聽到走路的聲音,但聲音要小得多。

  • So if you're moving, or there are other things going on, like firefights or scavs shouting, then you absolutely can miss the audio cues from both walking and crouching, even though you are technically within range.

    是以,如果你正在移動,或者有其他事情發生,比如交火或清道夫大喊大叫,那麼你絕對會錯過行走和蹲下時的音頻提示,即使你在技術上處於範圍之內。

  • These numbers just represent the maximum hearing distance under ideal conditions, basically when you're not moving at all.

    這些數字僅代表理想條件下的最大聽力距離,基本上是在您完全不動的情況下。

  • Walking at minimum speed shaves off around 10m from the theoretical maximum, and it's only when we get to crouching again, even at max speed, that we see some serious differences in the audibility of steps.

    以最低速度行走比理論上的最高速度少走 10 米左右,只有當我們再次蹲下時,即使以最高速度行走,我們才會發現臺階的可聽度存在嚴重差異。

  • This remains about the same as last time, with 15m being the absolute maximum distance over which you can be heard, and slowing down to a crawl only takes off about 1m from that range, so most of the time you're better off just fast crouching.

    這一點和上次差不多,15 米是你能被聽到的絕對最大距離,而放慢速度爬行只能從這個距離上減少 1 米左右,所以大多數時候你最好還是快速蹲下。

  • From here I stopped testing every single headset because it takes an eternity, so I was only using the Comtac 6s for the top of the range and the GSSHs for the bottom, and so when just overweight into the orange, the running distance goes up to 64 for the Comtac 6s.

    從這裡開始,我不再測試每一個耳機,因為這需要很長時間,所以我只用 Comtac 6s 測試最高音域,用 GSSHs 測試最低音域,是以當剛剛超重到橙色時,Comtac 6s 的運行距離上升到 64。

  • This isn't that much more, and interestingly, walking and crouching whilst mildly overweight were also the same as being underweight.

    這並沒有增加多少,有趣的是,輕度超重時的行走和下蹲也與體重不足時相同。

  • The next set of tests had a really interesting result at the end.

    下一組測試的最後結果非常有趣。

  • The regular movement actions came out to about the same as last time, such as the foot crunch sound when spinning on the spot being 23m, prone movement being audible up to 28m, and jumping at 62, one of the loudest sounds in the entire game.

    常規動作的音量與上次差不多,比如原地打轉時的腳步聲為 23 米,俯臥動作的音量為 28 米,跳躍的音量為 62 米,是整個遊戲中最響亮的聲音之一。

  • But the ambient reduction of the headsets actually starts to set apart what we used to think of as the good headsets and does change up the list slightly.

    但是,耳麥的環境噪聲降低功能實際上開始將我們過去認為的好耳麥區分開來,並使名單略有變化。

  • From my testing, the Comtac 6, the Comtac 5, the RAC, and the Safari Land all came to the most ambient reduction, tested in factory because the background noise is more constant there than outside where the wind fluctuates.

    根據我的測試,Comtac 6、Comtac 5、RAC 和 Safari Land 都能最大程度地降低環境噪聲。

  • After this, the XL, the Tac Sports, the Razer, and the Comtac 2 of all things seemed pretty good, and only after all of these did I finally reach the Comtac 4s, which appeared to be bundled with the Sword Ins and the M32s.

    在這之後,XL、Tac Sports、Razer 和 Comtac 2 似乎都還不錯,在所有這些之後,我才終於看到了 Comtac 4s,它似乎與 Sword Ins 和 M32s 捆綁在一起。

  • Of course, the GSSH ended up at the bottom, as it is noticeably more noisy than the others, and only slightly better than not wearing a headset at all.

    當然,GSSH 最終排名墊底,因為它的噪音明顯比其他耳機大,只比不戴耳機稍好一些。

  • But because of its technical distance range, the Comtac 4s are still okay, its poor ambient reduction though does put it in the middle of the pack at best.

    不過,由於 Comtac 4s 的技術距離範圍尚可,但它的環境噪聲抑制能力較差,充其量只能在同類產品中處於中等水平。

  • I'll put a short clip here of the factory ambient with all the headsets so you can have a listen for yourself.

    我將在這裡放一小段所有耳麥的出廠環境,您可以自己聽一聽。

  • A few other tests, but nothing has really changed on, showed that ADS distance was still around 22m, and magnification, fire mode, and zeroing changes are just under 30.

    其他幾項測試顯示,ADS 距離仍在 22 米左右,而放大倍率、射擊模式和歸零變化則略低於 30。

  • So on to the next section, occlusion, or how much sound gets muffled when coming through designated sound barriers such as between floors.

    接下來是閉塞,即聲音通過指定的聲屏障(如樓層之間)時被消音的程度。

  • VSG seem to have turned up the muffling effect of these barriers, meaning that it is harder to hear players through them.

    VSG 似乎提高了這些屏障的消音效果,這意味著隔著屏障更難聽到球員的聲音。

  • On this particular location on Streets of Tarkov, one of the entrances to Pinewood Hotel, you can hear clearly that when the door is open, it's the same or very least very similar audio as when you're outside.

    在《塔爾科夫的街道》中的這個特殊地點,也就是松林酒店的一個入口,你可以清楚地聽到,當門打開時,裡面的聲音和你在外面時的聲音是一樣的,或者至少非常相似。

  • There are no actual occlusion layers between the players in this instance, although the game does register a difference between being inside and outside.

    在這種情況下,玩家之間並沒有實際的遮擋層,不過遊戲確實會記錄玩家在內部和外部之間的差異。

  • This difference is quite hard to hear with footsteps but is much more obvious when shooting, as the shot sounds are dramatically different inside to outside, as well as when they're occluded, which we'll see in a second.

    這種差異在腳步聲中很難聽出,但在拍攝時就明顯得多,因為鏡頭內外的聲音截然不同,當鏡頭被遮擋時也是如此,我們稍後就會看到。

  • So you can see from this just how hard it can be to hear somebody walking around at normal speed inside a building with the door shut.

    由此可見,在一棟關著門的大樓裡,要聽到一個人以正常速度走動的聲音是多麼困難。

  • I even put on the Contact 6s and I can barely hear the other player.

    我甚至戴上了 Contact 6s,卻幾乎聽不到對方的聲音。

  • You do have to be careful when relying on this though, because openings like broken windows, for example, will stop this effect from working.

    不過,在使用時一定要小心,因為破損的窗戶等開口會讓這種效果失效。

  • As soon as the door was opened, the occlusion layer goes away instantly and things go back to the way that they were before.

    門一打開,遮擋層就會立即消失,一切又恢復到原來的樣子。

  • If you're crouch walking inside, it's almost impossible to hear somebody moving, even with the best headsets in the game and being right next to them.

    如果你在裡面蹲著走,幾乎不可能聽到別人的動靜,即使你戴著遊戲中最好的耳機,而且就在他們旁邊。

  • Running around is clearly audible, but as usual, staircases have strange properties.

    跑來跑去的聲音清晰可聞,但像往常一樣,樓梯也有奇怪的特性。

  • In this instance, I believe it is affected by the fact that the upstairs windows are broken, so running on the floor above allows our PMC standing outside to hear the indoor player much more easily, as the sound comes through from the upstairs instead.

    在這種情況下,我認為這是因為樓上的窗戶壞了,所以我們的 PMC 站在樓上可以更容易地聽到室內播放器的聲音,因為聲音是從樓上傳過來的。

  • In this instance, the stairs almost act like a sort of latch kind of effect, i.e. the occlusion properties stay with the character until they move into the next zone, being the grand floor or the next one up.

    在這種情況下,樓梯幾乎就像一種閂鎖效果,即遮擋屬性會一直伴隨著角色,直到他們進入下一個區域(大樓層或下一個樓層)。

  • This means that you can be in the same place, the stairs landing in this case, but have two different audio profiles depending on where you were before.

    這意味著,您可以在同一個地方(本例中為樓梯平臺),根據您之前所在的位置,使用兩種不同的音頻配置文件。

  • If you started off downstairs, you can be on the landing and sound occluded.

    如果你從樓下開始,就可以在樓道上發出聲音。

  • If you started upstairs, you can then be on the landing, but now you sound not occluded.

    如果你從樓上開始,那麼你可以在樓道上,但現在你的聲音沒有被遮擋住。

  • It's a very weird situation.

    這是一個非常奇怪的情況。

  • This isn't the case everywhere, as we'll see in Factory in a moment.

    但並非所有地方都是如此,稍後我們將在 "工廠 "看到這一點。

  • I did a bit of testing in the underground subway as well, and you're also very, very quiet down there, unless you're running at full speed.

    我也在地鐵裡做了一些測試,除非你全速運行,否則在地鐵裡也是非常非常安靜的。

  • The occlusion zone here seems to fade in quite well, and broadly performs as you might expect.

    這裡的閉塞區似乎淡化得很好,總體表現符合你的預期。

  • As a reminder, the range chart that we looked at earlier is mainly for looking straight forwards and partly to the sides.

    需要提醒的是,我們之前看到的區間圖主要是用於觀察正前方和部分側面。

  • There is still an angle dependency to this, so from behind, somebody can be quite close to you and even running, and the player listening will not be able to hear.

    這仍然與角度有關,是以從後面看,有人可能離你很近,甚至在跑,而監聽的人卻聽不到。

  • This appears to be a hard cutoff, as the sound suddenly kicks in, even for high range sounds such as jumping and sprinting.

    這似乎是一種硬切斷,因為聲音會突然響起,即使是跳躍和衝刺等高音域聲音也是如此。

  • I did try to replicate the zero audio grenades that I've seen reported all over the place, but so far I was unable to do so, even dropping them down through different occlusion zones.

    我確實嘗試過複製到處都有報道的零音頻手榴彈,但到目前為止我還無法做到,即使是通過不同的遮蔽區域將手榴彈投下也是如此。

  • So in Factory, we have the same type of behaviour as we saw in Pinewood Hotel, which adds an occlusion layer when the door is closed.

    是以,在 "工廠 "中,我們可以看到與松林酒店中相同類型的行為,即在門關閉時添加一個遮擋層。

  • I found that the office staircase audio to actually be fairly good in general, and shows how the vertical audio can work when it's set up correctly.

    我發現辦公室樓梯的音頻總體上相當不錯,這也說明了垂直音頻在正確設置的情況下是如何發揮作用的。

  • When inside and down a staircase at the same time, sounds become very muffled, including shots, and this appears to fade in as we move our sound source down the staircase, which is very cool.

    當我們在樓梯內同時向下移動聲源時,聲音(包括鏡頭)會變得非常低沉,而這似乎會隨著我們向下移動聲源而逐漸減弱,這一點非常酷。

  • If somebody's down in the basement, it's pretty much impossible to hear them running when you're above ground, but upstairs, instead, they can be heard relatively easily.

    如果有人在地下室,當你在地面上時,幾乎不可能聽到他們的跑步聲,但在樓上,反而可以比較容易地聽到他們的跑步聲。

  • Unfortunately, other than the basement, the sound is very binary on these staircases in the other floors, and at the top again, this might have something to do with the fact that the skybridge is open.

    遺憾的是,除地下室外,其他樓層樓梯的聲音都非常小,頂層也是如此,這可能與天橋是開放式的有關。

  • I also noticed that when you run along the office corridor, I'm pretty sure that the footsteps get louder and quieter as the player passes the windows, and these are broken, so it should be propagating sound out of them.

    我還注意到,當你沿著辦公室走廊奔跑時,我很確定腳步聲會隨著玩家經過窗戶而變大變小,而這些窗戶是破碎的,所以聲音應該是從窗戶傳播出去的。

  • However, I couldn't get this effect with gunshots, so maybe certain sounds act this way and others don't.

    不過,我在使用槍聲時卻無法獲得這種效果,所以可能某些聲音會這樣,而其他聲音則不會。

  • One of the parts of the current system that I don't like is how hard it is to distinguish verticality when the sound is not occluded.

    我不喜歡當前系統中的一個部分,那就是當聲音沒有被遮擋時,很難區分垂直度。

  • The muffling of a sound plays very strongly into giving the listener clues as to where it might be coming from, but the indoor audio on the same floor sounds extremely similar to indoor audio on any other random floor, so long as the sound itself is not occluded by doors or walls.

    只要聲音本身沒有被門或牆壁遮擋,同一樓層的室內音頻與其他任意樓層的室內音頻聽起來就極為相似。

  • For example, someone running in the office corridor does sound much the same as a player running along the ground floor, especially when the different distances are accounted for.

    例如,在辦公室走廊裡跑步的人和在一樓跑步的人聽起來是一樣的,尤其是在考慮到不同距離的情況下。

  • So now we're going to look at a really odd occlusion layer on customs.

    現在我們來看看海關上一個非常奇怪的遮擋層。

  • This clip popped up on my Twitter feed from MsDunk, and I went to replicate it because it was quite interesting, so let's check out the short clip first.

    這個片段出現在我的 Twitter 上,來自 MsDunk,我去複製了一下,因為它相當有趣,所以讓我們先看看這個短片。

  • Alright, so I figured this was probably just a bug, and the other player's footsteps just simply weren't registering, but this only seems to be half of the answer.

    好吧,我想這可能只是一個錯誤,其他玩家的腳步聲只是沒有被記錄下來,但這似乎只是答案的一半。

  • While I was setting up the scenario, I was very surprised as to how quiet the other player is in this situation just generally.

    我在設置場景時,非常驚訝地發現對方在這種情況下一般都很安靜。

  • Bizarrely, if you shoot, you can clearly hear that it's as if you're getting the indoor audio whilst being outside.

    奇怪的是,如果你拍攝,你可以清楚地聽到,就好像你在室外卻能聽到室內的聲音一樣。

  • As soon as the player steps over the boundary of the concrete ramp though, everything goes back to normal.

    不過,只要玩家跨過水泥斜坡的邊界,一切就會恢復正常。

  • So this is obviously a little bit weird to start with.

    是以,這顯然有點奇怪。

  • Now, in the replies under the original clip, MsDunk mentioned that she was wearing GSSH, which as we know now, gives the least reduction to ambient sounds.

    現在,在原始片段下的回覆中,MsDunk 女士提到她佩戴的是 GSSH,而我們現在知道,GSSH 對環境音的抑制作用最小。

  • So if you're moving at the time, it is quite possible to not hear the other player on the other side of this phantom audio zone.

    是以,如果你當時正在移動,就很有可能聽不到幽靈音頻區域另一側的其他播放器的聲音。

  • Now obviously, you can hear the other player arrive on the left hand side of the shack pretty easily, even with GSSHs and even whilst moving.

    很顯然,即使使用 GSSH,甚至在移動過程中,你也能很容易地聽到另一名玩家來到小屋的左側。

  • As soon as you leave the concrete audio section, all the sound goes back to normal as we said before.

    一旦離開混凝土音頻部分,所有聲音都會恢復正常,正如我們之前所說的那樣。

  • I was actually unable to find a way that this player could just show up there with no sound.

    實際上,我無法找到一種方法,讓這個播放器在沒有聲音的情況下出現在那裡。

  • So it appears to me that this situation was both an actual bug in keeping the opponent quiet when they shouldn't have, but it was very likely contributed to or maybe even directly caused by this strange layer that just simply shouldn't be there.

    是以,在我看來,這種情況既是一個實際的錯誤,讓對手在不應該保持沉默的情況下保持了沉默,但也很有可能是這個根本就不應該存在的奇怪層造成的,甚至可能是直接造成的。

  • Overall, my takeaways are that the game audio does sound more immersive and makes more sense than it ever has done when it works.

    總的來說,我的收穫是,遊戲音頻聽起來確實更有身臨其境的感覺,比以往任何時候都更合理。

  • You do have to be super careful when playing around buildings as people can be exceptionally quiet, especially if there are doors or floors between the two of you.

    在建築物周圍玩耍時,您必須格外小心,因為人們可能會格外安靜,尤其是當你們兩人之間有門或樓層時。

  • And even small details such as broken windows have a massive impact on the audio profile that you're giving out.

    即使是很小的細節,如破碎的玻璃窗,也會對您發出的聲音產生巨大影響。

  • However, there do seem to be many instances on clips floating around the internet where the audio is not working as expected.

    不過,在網上流傳的片段中,似乎確實有很多音頻效果不盡如人意的情況。

  • So if BSD can iron out all these bugs and get everything to be a bit more consistent, then I actually think the audio could be in the best state it's been in in ages.

    是以,如果 BSD 能夠解決所有這些問題,並使所有內容更加一致,那麼我認為音頻將達到前所未有的最佳狀態。

  • Practically speaking, the audio ranges that we knew from Last Wipe are broadly the same, with a reshuffle on the best headsets with the Comtac 6 now coming out on top.

    實際上,我們從《Last Wipe》中瞭解到的音頻範圍大致相同,但在最佳耳機方面進行了重新調整,Comtac 6 現在名列前茅。

  • This one will probably get extremely expensive, so the Comtac 5s, the Safariland and the RAC are all relatively similar in terms of their performance.

    這個可能會非常昂貴,所以 Comtac 5s、Safariland 和 RAC 的性能都比較接近。

  • So for more guides this Wipe, go and check out my armor and weapons videos for level 2 traders that are out now.

    是以,如果您想了解更多關於這次 "擦拭 "的指南,請查看我為 2 級商人制作的盔甲和武器視頻。

  • As usual, a big shout out to all my patrons, and as always, have fun in your raids.

    像往常一樣,向我所有的贊助人致敬,並一如既往地祝你們在突襲中玩得開心。

Did you know there is an odd occlusion zone on Customs where someone outside sounds like they are inside?

你知道海關有一個奇怪的閉塞區,外面的人聽起來就像在裡面一樣嗎?

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