Distance sounds

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arjan
Posts: 1865
Joined: 2007-04-21 12:32

Distance sounds

Post by arjan »


0:25 - 0:33 and 0:48 till end

If you listen to it, you hear like al kinds of distance sounds (not the LAV AD, but distance sounds):
Artillery, gunfire, tank shells all the stuff..

Is it possible to have the same for PR on some maps, like you have on Korengal with the jet flyover sounds?
It would add alot of depth to the combat zone, and you would feel, like more into it.
You would still hear the difference between player fired and ambient sounds, so theirs still the ability to hear where fire is coming from.
Last edited by arjan on 2009-05-22 21:37, edited 4 times in total.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Distance sounds

Post by Rudd »

Ambient noises? Yeah I like them for things like arty etc, but the gunfire should be player made 100% of the time :)
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arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Distance sounds

Post by arjan »

Dr2B Rudd wrote:Ambient noises? Yeah I like them for things like arty etc, but the gunfire should be player made 100% of the time :)
Well, in the movie its from really far, i can imagine it would sound different from closer like in PR, so you could hear the difference from ambient and a real person fireing.

I mean, with these sounds in, it would hear like a whole operation is going, how awesome would that be?
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: Distance sounds

Post by CodeRedFox »

These idea have been thought about and used. Korengal has a few (over the top a bit :lol: ). I'm and a few others have been building a library.
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"apcs, like dogs can't look up" - Dr2B Rudd
Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: Distance sounds

Post by Jigsaw »

Dr2B Rudd wrote:Ambient noises? Yeah I like them for things like arty etc, but the gunfire should be player made 100% of the time :)
Agree completely, and I think that the current ambient sounds we have do a good enough job.

Now just need to add them to more maps.
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Distance sounds

Post by arjan »

I know korengal has a few (only a jet and birds right?)
But im talking about sounds that makes it feel more like a whole operation, instead of the random jet flying by.

im talking about something, like in the movie, where you have the feeling theirs something massive going on, than the average firefight you have in PR where its *bang* silence..... and then after some minutes another *bang* silence... get my point? it kinda would fill the silence with the ambient sounds :razz:

Though a differenence between player fired and Ambient should be kept
Ccharge
Posts: 308
Joined: 2008-08-05 16:03

Re: Distance sounds

Post by Ccharge »

really i like all the player made noises, ambient noises arnt very bad but its just cool knowing that every shot you hear is some distant firefight on the map, or every explosion is something blowing up. Really i love the sound of a IED exploding on korengal from a distance. It sorta freaks you out. the jet noise is sorta lame but thats all im willing to put up with.
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nick20404
Posts: 1746
Joined: 2007-06-30 23:36

Re: Distance sounds

Post by nick20404 »

Honestly I like it without any ambient sounds it brings a tacticle advantage to being able to here were there is a firefight going on.
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Distance sounds

Post by arjan »

people dont get my point i think, you will still know the difference between aimbient and player fired.
but it just gets more depth into the game, and letting you think theirs a large scale operation going on in the far distance, (further than the map)

offcourse all kinds of maps could use different ambient sounds, but for example the one from the movie could be used on some map like kashan or al basrah and al fallujah (just an example)
DesmoLocke
Posts: 1770
Joined: 2008-11-28 19:47

Re: Distance sounds

Post by DesmoLocke »

I like the ambient sounds already implemented and agree that all small arms noise should be player produced. Of course, that does not include things like artillery, aircraft, and environmental noises.

I really like the jungle maps for their ambiance and keep expecting to hear monkeys or snakes... :grin:

Great example vid btw!
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PR player since 0.5 (Feb 2007)

Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: Distance sounds

Post by Jigsaw »

I honestly don't think that it is needed as Rudd said the sounds of battle should be player generated and not generic, and the sounds we currently have do a very good job of that.

Atm it can be a real thrill to hear heavy gunfire coming from nearby and to know that its not just some random sound but people are actually fighting it out.
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Distance sounds

Post by arjan »

To be honest, it doesnt sound like real life
That distant echoing you hear on the movie comes pretty close to real life, just worser quality..
i know from experience too!

Also, if it would be impleted, the ambient sound would give you the idea theirs a whole division playing on the borders somwhere out of the map..
their will also just be normal player generated gunfire, so nothing would kinda change, but only more sounds added to a combat zone, its really lame to hear silence than some gun shots and then silent again and it is over again. the ambient sound would just fill in the silence somewhere in the background like theirs a firefight going on on the outside of the map (NOT ON THE MAP) thus infantry and the like would still be able to hear where everything would be coming from, and wont change much, you only hear echoing and such coming from the edges of the map kinda, dont really know how to explain

My suggestion is to make it feel like a combat zone, right now it just feels like random gunfights from time to time
Last edited by arjan on 2009-05-22 22:14, edited 1 time in total.
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Distance sounds

Post by cyberzomby »

arjan wrote:
My suggestion is to make it feel like a combat zone, right now it just feels like random gunfights from time to time
Wich correspond correctly to what there is. The ammount of players roughly correspond to a platoon. If you have a platoon versus a platoon on 16 squad kilometers with 4 objectives max (usually 2 defence and 2 assault tops) all you get is some sporadic gunfights. Theres been maps where an all out attack has been made (community match) and than you get the sounds you showed in the video. I know exactly what you mean. Call of duty 4 has this in almost every map. But the fights in PR are very much squad versus squad. And in the youtube and liveleak video's that correspond with that kind of combat show that all you hear is some sporadic fire.

Have you got a time-line of when that video takes place? I imagine it takes place in the central push towards the Iraq mainland or the clearing of a huge city like fallujah so the huge ambient raging battle sounds are there for a reason. Watch that video in the korengal valley and you dont hear any ambient battle sounds. Its just squad versus some Taliban fighters. Much like most of the PR fights.

And also, if you look at the map, lets say Ejod, its kinda pointless and weird to hear a RAGING battle in the middle of a freakin dessert when theres a city in a valley wich should be the best defendable position. Why didnt the entire devision set up camp there? Its just not right for PR I'd say. I like to hear whats out there. The random plane and dogs in the kyongani (or however its spelled, kinda hard after a few beers :P ) can actually be there. The raging battle is not like PR. I always thought PR battle's where more like small scale size. Asset, map and unit size. When the player limit would somehow magically be upped to say 128 total, than yes, some ambient noise would be suiting on some maps. But with this scale of battle and the sort of operations I think this shows pretty much how it would be in real life counterparts of operations like these. (no real life experience what so ever, only the hugely hollywood style sound-effects and video game's to base this on)
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Distance sounds

Post by arjan »

'[R-COM wrote:cyberzomby;1030980']Wich correspond correctly to what there is. The ammount of players roughly correspond to a platoon. If you have a platoon versus a platoon on 16 squad kilometers with 4 objectives max (usually 2 defence and 2 assault tops) all you get is some sporadic gunfights. Theres been maps where an all out attack has been made (community match) and than you get the sounds you showed in the video. I know exactly what you mean. Call of duty 4 has this in almost every map. But the fights in PR are very much squad versus squad. And in the youtube and liveleak video's that correspond with that kind of combat show that all you hear is some sporadic fire.

it will give the feeling theirs another division fighting over another area and something like that, the sounds wont be like next to you. but more on the edge of the map rumbling. also, even with much more people fireing, it still doenst quite sound like it


Have you got a time-line of when that video takes place? I imagine it takes place in the central push towards the Iraq mainland or the clearing of a huge city like fallujah so the huge ambient raging battle sounds are there for a reason. Watch that video in the korengal valley and you dont hear any ambient battle sounds. Its just squad versus some Taliban fighters. Much like most of the PR fights.

Yes you will mate, the sounds will echo in the valley, also you probaly will hear less heavy fire like tanks becouse of tanks not able to get up their, thus requiring another ambient sound but also, it is not about having a sound ON the map but OFF the map, like theirs some other division fighting a few miles away out of the map, and each map could use it own ambient sound, example: kashan (artillery rumbling and machine gun and tank shells and jets) Korengal (some gunfire and mortars) Fallujah (Tanks, Jets, gunfire, bombs, artillery, helictopers) and that in the distance, somewhere where you could easily still hear all player made sounds and the like

And also, if you look at the map, lets say Ejod, its kinda pointless and weird to hear a RAGING battle in the middle of a freakin dessert when theres a city in a valley wich should be the best defendable position. Why didnt the entire devision set up camp there?

It would be out of the map, wye would their only be one city in that whole desert, EJOD has a road going to the east, there might aswell be another bigger city up there? and their might be another operation going on where you could hear the sounds from in the distance?

Its just not right for PR I'd say. I like to hear whats out there.

Well you could still hear whos fireing and from where and all the stuff right now, just something extra's that wont interfere much with gameplay

The random plane and dogs in the kyongani (or however its spelled, kinda hard after a few beers :P ) can actually be there. The raging battle is not like PR. I always thought PR battle's where more like small scale size.

I dont call kashan small scale sized? and becouse you thought it, doesnt mean it is like that, PR mainly focuses on combined arms like stated by a DEV before

Asset, map and unit size. When the player limit would somehow magically be upped to say 128 total, than yes, some ambient noise would be suiting on some maps. But with this scale of battle and the sort of operations I think this shows pretty much how it would be in real life counterparts of operations like these. (no real life experience what so ever, only the hugely hollywood style sound-effects and video game's to base this on)

The video is not like: Should be like this, but more along the lines, and toned down abit and in the distance. you will get the feeling theirs more people fighting, and giving a more combat feel to it.
It wont change gameplay, it will sound like theirs another or same operation going on somewhere else out of the map, understand? not inside the map.

Example of fallujah: youre fighting you will hear a little bit from outside the map like artillery from time to time
But if everyone goes silent you can listen to the *fight* going on on the outer side of the map like gunfire, tanks helictopers artillery all the stuff, kinda understand?

And it wont be like every map would have the same sounds, no every map could have it own sounds that would be appropriate.
Last edited by arjan on 2009-05-22 23:29, edited 12 times in total.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: Distance sounds

Post by AnRK »

Yeah I have to agree that on SOME maps it does seem like it's kinda lacking the feel of nearby units within a few kilometres, I wouldn't say distant small arms fire is something that should be added to many maps.
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Distance sounds

Post by arjan »

AnRK wrote:Yeah I have to agree that on SOME maps it does seem like it's kinda lacking the feel of nearby units within a few kilometres, I wouldn't say distant small arms fire is something that should be added to many maps.
Small arms not no, only on some maps, but im making this suggestion mainly for the larger combined arms maps, not the infantry maps.

But machine guns, apc shells, tank shells ,helicopter rotor noises, jets, artillery and such yes
Ragni<RangersPL>
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Re: Distance sounds

Post by Ragni<RangersPL> »

jigsaw-uk wrote:I honestly don't think that it is needed as Rudd said the sounds of battle should be player generated and not generic, and the sounds we currently have do a very good job of that.

Atm it can be a real thrill to hear heavy gunfire coming from nearby and to know that its not just some random sound but people are actually fighting it out.
This....




Current distance sounds system works really good and IMO all ambient noises that mimic battle sounds should stay in single player games... :mrgreen:


(maybe someone could consider removing "fake A-10" from Korengal?:roll :)
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SkaterCrush
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Re: Distance sounds

Post by SkaterCrush »

[R-CON]Ragni&lt wrote:This....




Current distance sounds system works really good and IMO all ambient noises that mimic battle sounds should stay in single player games... :mrgreen:


(maybe someone could consider removing "fake A-10" from Korengal?:roll :)
I was actually gonna suggest putting more sounds in like that, because on an engagement that big they're going to call in air support (BF2 crappy engine, blah blah), but since we can't just put in the noise. Is it possible to increase the range of hearing gunfire? Because that might help, hearing almost every confrontation on the map would give it that feel.
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Ccharge
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Re: Distance sounds

Post by Ccharge »

listien in the up coming patch you hear everything on the battlefield, besides i hear the little "clicks" of guns being fired all the time on maps, i also hear IEDs go off, or c4, or tanks coming up a road etc. Distances of vechile sounds will be greatly increased so your going to be hearing alot more.

have you ever experienced the calm before the storm? the first few gunshots are fired and then all of a sudden u hear a giant firefight open up half a click away. Then another and another untill it becomes a huge fight.
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Distance sounds

Post by cyberzomby »

I understanded all those points arjan. I was on the same page before your reply, I just dont agree with most of them.

Maybe on some maps like you said for instance fallujah. If they include it I hope it wont be to overdone like in some call of duty maps. It works for COD but I think it will feel to pumped up for project reality. Ofcourse it happens like that in real life sometimes but yea.
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