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And yes, the distortion effects are labelled as "submerged" and "unsubmerged", I'm just not sure what you meant by "communication".
I believe you have them labeled as "submerged" and "un-submerged" distortion...I personally would love to see the ability to apply a low pass filter to the underwater sounds you are hearing from inside the ship.
Maybe I just didn't see a section to alter that, but explosions from volcanoes or piezo crystals would be low-passed quite heavily if you were standing inside a metal resonant body.
If there was a large amount of distortion and reverb added to those exterior/underwater sounds the baseline level of the config should also be turned down just a bit imo. (just for those who don't know where to look for those settings/how to manipulate them)
Using Classic mode is not recommended because you'll miss out on all the features in the Dynamic tab, and many internal improvements that the mode applies, like a better pathfinding algorithm, sound occlusion, and the dynamic muffle levels. Using Classic mode, you are limited to a single muffle preset that's either on or off.
I tend to agree with the reverb being too long for voice chat, particularly in large open areas like outposts or multiple connected rooms with open doors. I wanted to route voice channels to their own reverb environment, but my play-testers ran into issues with the Linux version of OpenAL running out of memory when simulating 2-3 reverb effects at once.
Also, I'm not too sure what you mean by distortion levels for underwater communication.
The biggest critique I have with the update is the baseline config for local voice.
The reverb levels are waaaaaaay to long and the distortion levels for underwater communication is also really high.
Simple enough to fix if you know where to look and what to look for, but for most people...it will be difficult to pinpoint the exact settings you need.
I also really appreciate the presets for different tonic qualities of the radio...guns now sound great so thanks for that as well.