7 Days to Die ambient sound

Now I am absolutely positive that whoever thought that this audio was a good idea to have in this game was a former high ranking employee in Guantanamo Bay, but seriously, can't this shit just be removed already? It is not creepy. It is just VERY annoying and at this point probably cancer-inducing if exposed to for too long. I am not even going to bother calling it "cheap" because "cheap" still has a certain level of quality to it.

I hate to have the ambient slider turned off at night cause it makes the game way too quiet. The regular effects work just fine. The "creepy" ones just grow tumors.

Fun Pimps Team:

I am writing to convey some feedback regarding the ambient noises system.

I believe this "feature" was present even in late A19.  But just while being still, crouched in stealth, occasionally the music or ambient noises will do one of the following cues:

The bear snort
The wolf muffled woof

The boar muffled oink
The sleeper zombie "shifting" noise

Along with several other random noises (like the PVC pipe "flute" / tube air noise).  Is there a list of all of these ambient sounds, with names for each?

The first four mentioned above are highly confusing, and disconcerting.  When stalking at night, and when hunting sleepers in POIs - I depend on these noises.  When these "ambient" featured sounds happen when I am in my own base, or in an area that is clear of bear, wolf, and sleeper zombie threats, it is quite frustrating.  I get trying to create ambient noises that distract or spook the player.  But the rando stack of queued up sounds that duplicate those key indicators of a threat nearby are really distracting.  And, frankly, disappointing.  I have become accustomed to hearing the "soundtrack" sounds, and depending on my circumstances, I wholly disregard them.

What would be better would be to include some different noise that are distinctively different than the existing danger/mob queues.

For example, in the forest, if there is no wolf, but you want me to believe that there is a wolf, perhaps loop in a twig snap.  Or bark scraping/scuttling from some squirrel or some other rodent.  Or a random bush shuffle.  The sound of mud or turf shifting or settling.  Etc.

In a house, perhaps consider adding a water drip, or a floorboard squeak or creak.  If I hear a sleeper zombie shift, and there is actually no sleeper zombie present to shift, that diminishes the immersion.

There is a lot of promise and potential with the ambient noises system.  But please ask your sound team to work on it a little more.  Make the spook sounds different than the very obvious and distinctive danger/mob queues.  Or perhaps design some kind of subtle difference between the two that can work to maintain immersion.

Thank you for reviewing and considering my feedback.  Really enjoying A20, and looking forward to your other improvements!! 

Edited December 23, 2021 by ckuebler
Adding the muffled oink noise (see edit history)

definitely same difference

i wish i could customise various sounds in the game to balance it to my liking

and funny thing is, a lot of times zombies make no noise when they sneak up on you, so turning the noise down virtually has no downside, because they are going to sneak up silently on you anyway.

The sound in this game seems to be there mostly for effect rather than to help you. And have to agree with you, a lot of it is just annoying rather than enjoyable.

I can put a quiet relaxing music in the background and it is far more enjoyable as I splatter zombie brains everywhere to a nice beautiful artistic sound, it is a thing of beauty.

Last edited by Multifaced; 27 Aug, 2019 @ 7:23am

I like to throw on some heavy metal or old school gangsta rap when I'm slaying bodies. It's quite therapeutic to listen to Slipknot as I'm blasting my through hordes of shambling meat sacks. That's only when my base is already under attack though. Normally I like to be able to listen for threats when I'm gathering resources or doing stuff around the base. I only build in the forest biome because it has fewer silly noises that cover up approaching threats.

Music in a17 is a bit gimped because the dynamic system wasn't ready yet. It should be in a18.

As long as the silly horror sound effects are cut I'll be happy, or at least have the option to ditch them while keeping the natural sounds.

Totally agree op, I can't stand fake music to try force emotion. These are the culprit files I've found :

Fake night time music files:
a_night_oneshot3.wav
a_night_oneshot1.wav
a_night_oneshot2.wav
a_night_oneshot5.wav
a_night_oneshot6.wav
a_night_oneshot4.wav

Remove the morning and night alert sounds:
a_daybreak_oneshot.wav
a_nightfall_oneshot.wav

Once you remove those you're good to go, I posted instructions in official forums:
//7daystodie.com/forums/showthread.php?71741-How-to-remove-bg-spooky-music-at-night

I agree, the sound/music loop at night sounds like someone trying to drain an old bathtub. Gets old after a while.

Originally posted by 1Sikpup:

Totally agree op, I can't stand fake music to try force emotion. These are the culprit files I've found :

Fake night time music files:
a_night_oneshot3.wav
a_night_oneshot1.wav
a_night_oneshot2.wav
a_night_oneshot5.wav
a_night_oneshot6.wav
a_night_oneshot4.wav

Remove the morning and night alert sounds:
a_daybreak_oneshot.wav
a_nightfall_oneshot.wav

Once you remove those you're good to go, I posted instructions in official forums:
//7daystodie.com/forums/showthread.php?71741-How-to-remove-bg-spooky-music-at-night

Thanks for this. Now to find that ♥♥♥♥♥♥ banging pots and pans together in the wasteland.

vgifford

(Banned) 28 Aug, 2019 @ 11:09am 

Keg

28 Aug, 2019 @ 11:39am 

I hear its going to get worse, And it in my opinion it actually sounded worse from the videos ive seen. Lol I dont want the music back. I want the creepy "sounds" in certain biomes randomly. I also want footsteps back as well. That crap used to creep me out when I was in my early stages of gameplay. Remember that guys? Crouching down in a cleared house hearing shuffling and moaning outside. Praying they didnt hear you lmao. Also the baby cry in the burnt biome. It made me think of ghosts haunting the place where unimaginable horror happened. Aw, I miss those days. Too many ninjas around now.

Last edited by Keg; 28 Aug, 2019 @ 11:39am

vgifford

(Banned) 28 Aug, 2019 @ 11:42am 

It's a horror game after all. Creepy sounds (like the footsteps and moaning) only add to the immersion, not detract from it.

Keg

28 Aug, 2019 @ 12:40pm 

It's a horror game after all. Creepy sounds (like the footsteps and moaning) only add to the immersion, not detract from it.

Yeah thats what I said.

vgifford

(Banned) 28 Aug, 2019 @ 12:40pm 

Not disagreeing with you.

Keg

28 Aug, 2019 @ 12:48pm 

Not disagreeing with you.

Neither am I. (sorry Ill stop)

vgifford

(Banned) 28 Aug, 2019 @ 12:50pm 

The only "music" I hear in the game is when a player levels up, for what, like 5 seconds? "Ta da!" You made it to the next level. Oh, and to tell you when day and night "officially" begin.

Last edited by vgifford; 28 Aug, 2019 @ 12:53pm

What are the sounds in 7 days to die?

More Common Sounds.
Wrench (Harvesting – 9 Sounds).
Backpacks Container (Opening+Closing – 8 Sounds).
Cupboards (Opening+Closing – 14 Sounds).
Stone (Destroying – 6 Sounds).
Wood (Destroying – 7 Sounds).
Metal (Destroying – 2 Sounds).
Cloth (Destroying – 3 Sounds).
Door(wood) (Opening+Closing – 10 Sounds).

Where can I find ambient sounds?

Ambient sounds can help relax you when you're feeling anxious or just trying to sleep at night..
myNoise.net..
Noises Online..
A Soft Murmur..
Noisli..
Defonic..
Spotify..
YouTube..

What is ambient sound in games?

Ambience is an often undervalued area of video game sound. It's the canvas upon which all the spot effects, dialogue, and music sit, but it also has a much more powerful interactive potential.

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