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Realistic sound effects

Started by oorlogshond, Oct 02 2007 05:50 AM

#21 polloi

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Posted 02 January 2008 - 06:32 PM

View PostWhiteKnight77, on Jan 2 2008, 07:30 PM, said:

I wouldn't go by videos posted on YouTube for proper sounds. Consumer grade recording products are great for "quiet" type sounds, but are completely overwhelmed by the sharp sounds of firecrackers and weapons fire. I've fired enough rounds to understand the difference.


I agree. I just said 'decent idea' -- thinking average joe not 'what the developers should do.  By all means, they should strive to use real recordings as much as possible.  

Knowing what low-quality recordings will do to sounds, you can formulate a decent 'guess' [as an average joe, not a develper] as to what a real gun sounds like.  Especially with more common guns like M16/AR-15, AK, mp5, m9/glock, there are numerous vidoes to judge the differences from one recording to the next, either in the same type of setting or different.  It's interesting to note how intimidating the sounds are in a non-insulated indoor gun range vs. out in the open and even the covered outdoor ranges.  

In general, guns are so much louder relative to other sounds that their realistic modelling and in-game implementation is tricky in the least.  We can only hope in GB that the developers get some good 'trigger time' and do their best that the sounds replicate what they experienced.

#22 NYR_32

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Posted 02 January 2008 - 06:42 PM

View Postpolloi, on Jan 2 2008, 07:49 PM, said:

We can only hope in GB that the developers get some good 'trigger time' and do their best that the sounds replicate what they experienced.
Trust me, they have the trigger time already.  When you have an active duty US Army Special Forces operator on the development team, I think your well covered in weapons handling, weapons useage, what sounds "real" etc, etc, etc, etc. :thumbsup:
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#23 WhiteKnight77

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Posted 02 January 2008 - 06:50 PM

View PostNYR_32, on Jan 2 2008, 07:59 PM, said:

Trust me, they have the trigger time already.  When you have an active duty US Army Special Forces operator on the development team, I think your well covered in weapons handling, weapons useage, what sounds "real" etc, etc, etc, etc. :thumbsup:

You took the words right out of my mouth. Hey wait a minute. I already said that around here somewhere.  :shifty:
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#24 Livo

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Posted 03 January 2008 - 04:17 AM

If we were all ultra picky fans, we wouldn't settle for anything less than each weapon's firing & distance sounds and explosions being individually recorded indoors & outdoors, with binaural microphones.

Say, that's not a bad idea...well, doing a proper binaural recording for all of the above would be horrendously expensive, time consuming & difficult, but doing the cheaper option (i.e. two microphones 7 inches apart) for just the weapons would still be a treat for those of us with headphones.

#25 Thoramir

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Posted 08 January 2008 - 10:54 AM

I'm not sure I'd consider Heat the pinnacle of realism. While they did go to impressive lengths to record the gunshots for the shoot out, they were still shooting blanks and on the couple occasions I've heard it I notice the abscence of sounds of bullets hitting objects or the super sonic "cracking" of the bullets flying about.

P.S. Would, "actual sound occlusion," mean that the speed of sound is taken into consideration or would it just have better reverb effects than most games?

Edited by Thoramir, 08 January 2008 - 10:56 AM.


#26 Livo

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Posted 08 January 2008 - 09:52 PM

No, sound occlusion generally means that sounds interact with objects & rooms, and are muffled or amplified depending on the situation. For example, in games with sound occlusion, sounds within a room are dampened somewhat if the door(s) are closed and the player is outside that room.  

The best example of this game would be the Thief games, especially the first two. Sound interacts with surfaces extremely wel in those gamesl, and is quite realistic, considering how old they are.

#27 steelclawz

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Posted 09 January 2008 - 05:01 PM

Will we hear bullets whizzing by? Say you dont wanna stick your head out and get it shot off... If you guys can implement the "Amercas Army" way, that would be cool... they are the first ones to use bullets whizzing by sound in their game, and its always been super cool. Now Ravenshield never had that option, so you had to listen for rounds hitting the wall behind you. Not very realistic.

Would love to hear the bullets...

Thanx

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Please... no bullet tracers... way way too many games are using this method and its really killing the gameplay. We dont need to see the bullets, we just need to hear them passing by

Edited by steelclawz, 09 January 2008 - 05:02 PM.

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#28 tunabreath

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Posted 09 January 2008 - 05:07 PM

I'm sure supersonic cracks will be heard.  I've no idea what subsonic ammo sounds like going by, but I expect it would whiz (maybe more of a woosh).

I loved the AA 'stress fatigue,' from bullets passing by.  It made suppressive fire much more effective than in most games. (even if not tactically, certainly technically)

Edited by tunabreath, 09 January 2008 - 05:10 PM.


#29 NYR_32

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Posted 09 January 2008 - 05:24 PM

Quote

Will we hear bullets whizzing by?
  
I've merged this topic with an existing one regarding sound effects.

Quote

Please... no bullet tracers... way way too many games are using this method and its really killing the gameplay. We dont need to see the bullets, we just need to hear them passing by


Are tracer rounds real?  If so, expect to see them. ;)
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#30 }SkOrPn--7

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Posted 09 January 2008 - 05:51 PM

View PostNYR_32, on Jan 9 2008, 11:41 PM, said:

I've merged this topic with an existing one regarding sound effects.



Are tracer rounds real?  If so, expect to see them. ;)

I think what he means and this is just a stab in the dark is the tracers that developers make firing your weapon a light show. You know the tracer fired and it's like a laser star wars show rather than what a real tracer looks like.

#31 steelclawz

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Posted 09 January 2008 - 07:22 PM

View Post}SkOrPn--7, on Jan 9 2008, 07:08 PM, said:

I think what he means and this is just a stab in the dark is the tracers that developers make firing your weapon a light show. You know the tracer fired and it's like a laser star wars show rather than what a real tracer looks like.

Yes,  a light show... OGR and Rainbow six along with Ravenshield and Americas Army all got it right... Americas army did include tracers but it was only from a SAW and it was only a couple rounds... they made it realistic.

We dont need every single gun shooting tracers. Look at COD 4... every gun fires a tracer... i dont need to see bullets and the only reason they are using them is to make it easier to find the enemy, thus shorter rounds... We need tactical gameplay... i wanna see a map of like the grand canyon, Team Vs Team... no tracers, just plenty of areas to snipe from or move in to take out the enemy. Tracers are for lame games like "Delta Force". Lets keep it real please.
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#32 WhiteKnight77

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Posted 09 January 2008 - 07:30 PM

Automatic weapons should have tracers all the time. Assault rifles should only have them at night.
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#33 steelclawz

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Posted 09 January 2008 - 07:59 PM

View PostWhiteKnight77, on Jan 9 2008, 08:47 PM, said:

Automatic weapons should have tracers all the time. Assault rifles should only have them at night.

heres a video i found on youtube of automatic weapons...

as you can see there is muzzleflash and smoke... but no tracers during the day


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#34 Demon_Mustang

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Posted 10 January 2008 - 05:32 AM

Um, don't use civilians with automatic weapons as an indication of what the military uses. I'm in the Army, I've shot the .50 BMG M2 machine gun, the M240B 7.62x51mm machine gun, and the M249 5.56x45mm squad automatic weapon and while the M249's I've fired don't always have tracers, but in combat the typical load is a tracer every 5th round. The only linked 7.62 ammo I've fired from the M240B have a tracer every 5th round. The M2 is the same, every 5th round is a API-T round, T for tracer BTW.
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#35 Colin

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Posted 10 January 2008 - 08:56 AM

Sound to me depends some what on your equipment as well as development.

The best in game sound I have heard was Graw 1.
Sound done by Simon Virkland, I think that`s his name.
As far as I can remember he had to rearange the sound from the console version for the pc, he did a great job.

I have heard realistic gun fire and  mortar rounds close up and it is very scary, I have not heard this type of fear creating sound though in a game, to be honest Im not sure that I would really.
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#36 Jsonedecker

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Posted 10 January 2008 - 07:43 PM

View PostColin, on Jan 10 2008, 11:13 AM, said:

Sound to me depends some what on your equipment as well as development.

The best in game sound I have heard was Graw 1.
Sound done by Simon Virkland, I think that`s his name.
As far as I can remember he had to rearange the sound from the console version for the pc, he did a great job.

I have heard realistic gun fire and  mortar rounds close up and it is very scary, I have not heard this type of fear creating sound though in a game, to be honest Im not sure that I would really.



I agree.... GRAW 1 had terrific audio overall.  :thumbsup:

#37 WhiteKnight77

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Posted 10 January 2008 - 07:49 PM

View PostDemon_Mustang, on Jan 10 2008, 06:49 AM, said:

Um, don't use civilians with automatic weapons as an indication of what the military uses. I'm in the Army, I've shot the .50 BMG M2 machine gun, the M240B 7.62x51mm machine gun, and the M249 5.56x45mm squad automatic weapon and while the M249's I've fired don't always have tracers, but in combat the typical load is a tracer every 5th round. The only linked 7.62 ammo I've fired from the M240B have a tracer every 5th round. The M2 is the same, every 5th round is a API-T round, T for tracer BTW.


Exactly.
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#38 Fox

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Posted 25 March 2009 - 02:59 AM

Sorry for bumping this thread, but I thought it would be better here then opening a new one.

Will this game have a sound system that is like in the "virtual barber shop"? Apparantly they used a similar system in Far Cry 2.

Is the game technology far enough to implement this kind of sound realistically into a game?

And further, I wish John and your team all the best and good luck in completing this game. Everything I read about it on this forum has been a fresh breath of air.

#39 Thoramir

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Posted 25 March 2009 - 08:13 AM

I've been thinking about game sounds and I think I've come up with a good idea. Maybe it would be a good idea to dynamically lower and raise the volume of all non firearm sounds when players start and stop shooting. That way the weapons don't have to be as loud as the real thing to give the impression that they are at a realistic volume. I would set it up so that the volume of everything else drops rapidly when the player starts shooting and raises back up more slowly after the player stops firing. The length of time it takes to "recover" could vary depending on how long the player was firing. Of course, the proximity of other players should have the same effect to varying degrees depending on their proximity. This seems pretty much in line with my experiences shooting skeet without hearing protection (which thankfully I haven't done in a long time), when I often wouldn't realize how loud the shotguns were until after I stopped shooting and tried having a conversation. . . to which, "huh?," was often my first response.

#40 Thoramir

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Posted 25 March 2009 - 08:29 AM

View PostFox, on Mar 25 2009, 02:59 AM, said:

Sorry for bumping this thread, but I thought it would be better here then opening a new one.

Will this game have a sound system that is like in the "virtual barber shop"? Apparantly they used a similar system in Far Cry 2.

Is the game technology far enough to implement this kind of sound realistically into a game?

And further, I wish John and your team all the best and good luck in completing this game. Everything I read about it on this forum has been a fresh breath of air.

lol, I couldn't help but turn around and try to see, "who the hell is banging on my wall!" Of course, I've heard virtual sound attenuation demos many times before, but none of them so convincingly.  The only problem I noticed is that the everything sounds slightly higher than it should, (taking into account the idea of sitting in a barber chair, of course). That doesn't bother me much because it is still much more convincing than the surround speakers I used to have on my PC.




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