WTH happened to footsteps in this game?? They fixed them only to eff them up again?
You could hear people on the bridge at B while taking a dip in the river on Twisted Steel. The patchnotes indicate the volume of footsteps was reduced by about 25%.
Footsteps are fine. I never knew what all the fuss was about. I sometimes wonder if this is a side effect of people using surround mix on stereo channel devices. Win10 will often set device output to 7.1 or 5.1 isntead of 2.0 or 2.1. And maybe BFV with its new in-house audio mixing is only outputing to surround channels, which then are silent due to misconfig.
I miss the footsteps from last patch. They were like having cheats xD Could literally pinpoint people running behind walls!
I think they have found the correct level now personally. I use the 3d headphones option in audio and they have always been audible. Last patch was a little louder than necessary so this change is welcome for my money.
yea I totally agree.
-CB
I’m having issues as well. Footsteps are very low/missing most of the time, and it feels like before the patch.
I have tried 3D headphones, Wartapes and it makes almost no difference (wartapes is a little better, but sound so bad in general), the issue with footsteps are back for me as well.
The footstep sounds are also based on distance meaning the further they are away from the less likely you’ll hear them. I’m pretty sure the patch notes give details on that just not sure off hand what the exact specifics are.
-CB
People can come running behing me and not be heard until they are right behind me, say less than 5 meters. Often I cannot hear them at all.
Even my own footsteps are almost silent now no matter what surface I run on.
For me it seems like the sound is bugged and footsteps are turned way down compared to other sounds in the game.
Deleted. Double post!
Note: I’m re-posting this because I tried to edit my previous copy and it got deleted for some reason. So if this appears twice, I apologize!!
Respectfully to the folks that say, “The footsteps are fine,” I say: I’m pretty sure you don’t realize that you’re missing what you’re missing. Simply because you’re not hearing it. Ultimately I do NOT believe the audio issue with Battlefield V is a “volume” thing. I think it’s a “priority” thing. I wish I could discuss this with the audio engineers at Dice, but I realize the chances of that are basically zilch. Either way, I don’t believe that having them adjust the footstep volume is the correct thing to do. Instead, I think they need to look at how sounds are prioritized before they’re sent to your DSP. Let me 'splain.
Ultimately, we can’t hear everything in the game. If we did, we’d have an audio mush coming through the drivers in our headphones pretty much from the word “Go” in the game. It would be deafeningly loud and completely incomprehensible to our brains. Therefore, devs need to prioritize what sounds get put on the wire and what sounds don’t. The sounds that don’t are “ducked”.
Imagine a DJ on your favorite radio station (you still listen to the RADIO? I don’t…) just as a song is ending. He decides to ruin the end of the song by talking over it, and to make sure you hear it, he “ducks” the song. In other words: he turns it down a little, or the station’s computer automatically does it for him. That’s audio ducking, in a very basic nutshell. One sound (his voice) is being prioritized over another sound (the end of the song).
What I feel is going on here is that the wrong sounds are being ducked in favor of other sounds that we might not need to hear as clearly at a given time. That screaming Stucka you hear overhead? Pretty cool, huh? Oh, wait a second: it’s not actually right overhead, it’s overhead on the other side of the map. Why are you hearing that? You’re hearing that because it’s cool. But it’s also causing the other sounds that are a lot closer to you to be ducked. Like, say: footsteps! Or tank engines.
What I think we need is for the Dice devs to go back and figure out what’s being prioritized within the “head” of each soldier as far as sounds he or she should hear, and what they shouldn’t hear. Or what they should hear loudly vs what they should probably hear with less intensity. Ultimately, I think that’s the fix. Not diddling with “footstep volume” across the board. To me, that adjustment is almost akin to the December, “Hey, we’re going to fix the TTD by putting a .85 damage multiplier on all the gunz, yo!” It’s too much of a wet-blanket approach, and I think some more careful work needs to be done there.
For the sake of any Dice dev that may be reading this (I know: fat chance!) - here’s what I’m using for audio equipment:
- My ears! For some reason, at the “ripe old” age of 45, I can still hear very high frequencies. Ones I shouldn’t be able to hear any longer. So if it can be heard, I can hear it. If I can’t be heard… I might be able to hear it.

- Sound Blaster ZxR discrete audio card. I’m connecting the RCA stereo line out to my:
- Mackie DL32R mixer … I also have the mixer connected directly to the PC via USB. Doing this provides my PC with 16 additional stereo sound cards. I’ll get to that in a moment.
- Sennheiser HDV820 headphone amp
- Sennheiser HD820 headphones
- PC is running Windows 10
I am on PS4 and tonight I notice I am being rushed from behind again, with no sound. Since no update, don’t know how that could happen, but yesterday it was fine.
This. It was fine after the last patch but something changed. Again.
Footsteps in the pastch before most recent were so loud it was just confusing. They aren’t terrible now. At least if I hear an enemy it’s someone close, not someone 25 meters and several different walls away.
What remains a problem is tanks being absolutely silent even at point blank ranges, and if more then a couple enemy sounds are present often they blank each other out or become entirely silent. This might be a net code problem more then strictly a sound problem, but either way it’s a major problem present since launch and that wasn’t a problem at all in BF1.
Footsteps are now fine.
I think they are a tad loud but much better than before, they tuned them up to insane levels before, and also people in tanks seem to hear footsteps, but I barely hear the tank…;o)
Prior to the latest patch, the footstep sounds were so loud as to be both useless and distracting. A constant audio barrage of people stomping around the map no matter how close they are to you is neither realistic, nor pleasing, nor helpful. Footsteps were so loud that they made more noise than tanks. How could anyone want that back.
Maybe Dice could put a slider for ‘Footstep Volume’ in the Audio menu so that you foot fetishists can get what you need. For the rest of us, leave footsteps alone and work on fixing the other broken things.
Yeah can’t hear them either. Constantly getting flanked and getting killed off by campers.
jasonvp wrote: »
Note: I’m re-posting this because I tried to edit my previous copy and it got deleted for some reason. So if this appears twice, I apologize!!
Respectfully to the folks that say, “The footsteps are fine,” I say: I’m pretty sure you don’t realize that you’re missing what you’re missing. Simply because you’re not hearing it. Ultimately I do NOT believe the audio issue with Battlefield V is a “volume” thing. I think it’s a “priority” thing. I wish I could discuss this with the audio engineers at Dice, but I realize the chances of that are basically zilch. Either way, I don’t believe that having them adjust the footstep volume is the correct thing to do. Instead, I think they need to look at how sounds are prioritized before they’re sent to your DSP. Let me 'splain.
Ultimately, we can’t hear everything in the game. If we did, we’d have an audio mush coming through the drivers in our headphones pretty much from the word “Go” in the game. It would be deafeningly loud and completely incomprehensible to our brains. Therefore, devs need to prioritize what sounds get put on the wire and what sounds don’t. The sounds that don’t are “ducked”.
Imagine a DJ on your favorite radio station (you still listen to the RADIO? I don’t…) just as a song is ending. He decides to ruin the end of the song by talking over it, and to make sure you hear it, he “ducks” the song. In other words: he turns it down a little, or the station’s computer automatically does it for him. That’s audio ducking, in a very basic nutshell. One sound (his voice) is being prioritized over another sound (the end of the song).
What I feel is going on here is that the wrong sounds are being ducked in favor of other sounds that we might not need to hear as clearly at a given time. That screaming Stucka you hear overhead? Pretty cool, huh? Oh, wait a second: it’s not actually right overhead, it’s overhead on the other side of the map. Why are you hearing that? You’re hearing that because it’s cool. But it’s also causing the other sounds that are a lot closer to you to be ducked. Like, say: footsteps! Or tank engines.
What I think we need is for the Dice devs to go back and figure out what’s being prioritized within the “head” of each soldier as far as sounds he or she should hear, and what they shouldn’t hear. Or what they should hear loudly vs what they should probably hear with less intensity. Ultimately, I think that’s the fix. Not diddling with “footstep volume” across the board. To me, that adjustment is almost akin to the December, “Hey, we’re going to fix the TTD by putting a .85 damage multiplier on all the gunz, yo!” It’s too much of a wet-blanket approach, and I think some more careful work needs to be done there.
For the sake of any Dice dev that may be reading this (I know: fat chance!) - here’s what I’m using for audio equipment:
- My ears! For some reason, at the “ripe old” age of 45, I can still hear very high frequencies. Ones I shouldn’t be able to hear any longer. So if it can be heard, I can hear it. If I can’t be heard… I might be able to hear it.

- Sound Blaster ZxR discrete audio card. I’m connecting the RCA stereo line out to my:
- Mackie DL32R mixer … I also have the mixer connected directly to the PC via USB. Doing this provides my PC with 16 additional stereo sound cards. I’ll get to that in a moment.
- Sennheiser HDV820 headphone amp
- Sennheiser HD820 headphones
- PC is running Windows 10
jasonvp wrote: »
Note: I’m re-posting this because I tried to edit my previous copy and it got deleted for some reason. So if this appears twice, I apologize!!
Respectfully to the folks that say, “The footsteps are fine,” I say: I’m pretty sure you don’t realize that you’re missing what you’re missing. Simply because you’re not hearing it. Ultimately I do NOT believe the audio issue with Battlefield V is a “volume” thing. I think it’s a “priority” thing. I wish I could discuss this with the audio engineers at Dice, but I realize the chances of that are basically zilch. Either way, I don’t believe that having them adjust the footstep volume is the correct thing to do. Instead, I think they need to look at how sounds are prioritized before they’re sent to your DSP. Let me 'splain.
Ultimately, we can’t hear everything in the game. If we did, we’d have an audio mush coming through the drivers in our headphones pretty much from the word “Go” in the game. It would be deafeningly loud and completely incomprehensible to our brains. Therefore, devs need to prioritize what sounds get put on the wire and what sounds don’t. The sounds that don’t are “ducked”.
Imagine a DJ on your favorite radio station (you still listen to the RADIO? I don’t…) just as a song is ending. He decides to ruin the end of the song by talking over it, and to make sure you hear it, he “ducks” the song. In other words: he turns it down a little, or the station’s computer automatically does it for him. That’s audio ducking, in a very basic nutshell. One sound (his voice) is being prioritized over another sound (the end of the song).
What I feel is going on here is that the wrong sounds are being ducked in favor of other sounds that we might not need to hear as clearly at a given time. That screaming Stucka you hear overhead? Pretty cool, huh? Oh, wait a second: it’s not actually right overhead, it’s overhead on the other side of the map. Why are you hearing that? You’re hearing that because it’s cool. But it’s also causing the other sounds that are a lot closer to you to be ducked. Like, say: footsteps! Or tank engines.
What I think we need is for the Dice devs to go back and figure out what’s being prioritized within the “head” of each soldier as far as sounds he or she should hear, and what they shouldn’t hear. Or what they should hear loudly vs what they should probably hear with less intensity. Ultimately, I think that’s the fix. Not diddling with “footstep volume” across the board. To me, that adjustment is almost akin to the December, “Hey, we’re going to fix the TTD by putting a .85 damage multiplier on all the gunz, yo!” It’s too much of a wet-blanket approach, and I think some more careful work needs to be done there.
For the sake of any Dice dev that may be reading this (I know: fat chance!) - here’s what I’m using for audio equipment:
- My ears! For some reason, at the “ripe old” age of 45, I can still hear very high frequencies. Ones I shouldn’t be able to hear any longer. So if it can be heard, I can hear it. If I can’t be heard… I might be able to hear it.

- Sound Blaster ZxR discrete audio card. I’m connecting the RCA stereo line out to my:
- Mackie DL32R mixer … I also have the mixer connected directly to the PC via USB. Doing this provides my PC with 16 additional stereo sound cards. I’ll get to that in a moment.
- Sennheiser HDV820 headphone amp
- Sennheiser HD820 headphones
- PC is running Windows 10