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  • 3 Likes/5 Replies/107 Views
    ArcadeJedi
    Original poster 1 posts

    I still have issues with ambient music rarely playing, even on high frequency. To begin, I have noticed something that may hopefully help the developers out one way or another. I have a 100% guaranteed method to trigger ambient music and get it to play for me. What you have to do is remain idle, once the raven lands on you the ambient exploration music will start to play one of the tracks at random, the problem is that the moment you start moving the music fades out. So while this isn’t a temp fix or solution since the music stops the moment you move. Hopefully it can help the devs somehow.

    Now about the music frequency option. At best, on high frequency, music will play no sooner than 6 minutes after the previous track ends, be it raid, ambient, combat music etc. So even if you get attacked by a single rooster, that will trigger the combat music which will last only seconds before fading out since roosters aren't much of an opponent, but that will reset the clock as to when the next ambient song will start playing, this reset trigger greatly reduces the amount of time exploration music kicks in. In the previous games, on high frequency silence would last maybe a few minutes in between tracks, if not shorter. The problem here is that the tracks are short and the gaps are long, so if you explore for an hour you are likely to only hear a total of 10 minutes of ambient music if you’re lucky, that is not high frequency, that should be low in my opinion.

    Also, currently with normal frequency music plays every 7 minutes, and on low every 8 minutes. High 6 min, normal 7 min, low 8 min. There isn’t nearly enough of a difference between the three setting, In fact the difference is so minimum that the setting is essentially rendered useless. High should be 2-3 minute breaks between songs, normal should be 6 and low should be 10-12, in my opinion. Also, other pieces of music such as combat, or stealth music shouldn't reset the timer as to when exploration starts up again.

    I spent about 3-4 hours testing this, on multiple save files, also on different games as well, one where I was well into it, and tested across different parts of the map and another on a new save only a couple hours into the game. PS5 is the version of the game I’m playing.

    It sucks that Jesper Kyd is back and I can’t enjoy his music. I have been passionately fighting for ambient music in this series since AC3, and the larger these games get the more important it is.: (https://forums.ubisoft.com/showthread.php/720495-No-ambient-music-while-exploring-free-roam!)

    Please fix.

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  • C-Pick
    135 posts

    @arcadejedi Totally agreed with this.

    Ambient exploration music matters to me too in games like this. Even when set to "High" frequency, the ambient exploration music just doesn't play often enough.

  • CyCzarn
    48 posts

    @arcadejedi I wish Ubi would reply to this

  • Skauron
    18 posts

    Most of the audio in the game that is not combat related is borked much of the time when i've been playing.

    • Want your vikings to sing a song or tell a story while sailing up the rivers? - Sound is low and almost inaudible.
    • Conversations when dealing with quests/story? You hear Eivorr just fine, but then have to struggle to hear the other character(s) or rely on the subtitled speech just because you have to.
    • Music - incidental and themed - barely hear it much of the time if its indeed even there at all.



    Fire and arrow or swing your sword however.. you hear it just fine.

  • CyCzarn
    48 posts

    @arcadejedi It's a problem

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