Garbled comms are a pretty good indication of software audio processing in my experience.
I have the same problem with the directionality of GV (and airplane) sounds. In AH2 the localization is perfect; on one occasion I actually destroyed a GV I could not see hiding below a rise just by aiming using sound. In AH3 the sound localization is useless on my system (Realtek MB sound using "Stereo Speakers" setting and headphones). Tanks that are visually at my 2 or 3 oc sound like they are at my 12 oc. The same thing happens with planes, I have to look in all directions to find them.
Just to see what would happen I have tried to drive a tank into the water near a couple of ports and an air base. There seems to be an invisible wall that prevents the tank from driving to far unto the beach. Perhaps there a worry about suicidal tankers or it may be an OSHA requirement but I suspect it's a bug.Here are the locations:500536,11,221420,0.3,11.9,-45.0cratermaFOV = 79.3
Condor, could you record fil of something like this please?@hitech: Are you playing around with terrain acoustic wave propagation? Hehe, that would be awesome.
Condor,See if you can get another player to be on the same side with you. Both up a tank that shoots smoke. Go into an open field and sit with your engine running. Have him move to your 12:00, 1000yds out facing to your clock wise. Each of you shoot smoke where you hear each other. Have him roll to your 03:00 and do the same, then 06:00 and 09:00. Or both of you shoot AP into the ground about 1000 out in the direction of the sound each hears the loudest for your idling engines at each of the 4 stop locations on the clock.Then you can play back the film and pull a screen capture out of the film from above each clock station showing where your main guns were aimed in response to the loudest sound as you fired.
Could you check to see if there is an updated driver for your sound card?
What sound card are you using or are using?