Weapon/bullet sounds.
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obZen
- Posts: 156
- Joined: 2008-09-22 21:25
Weapon/bullet sounds.
Just a suggestion, I'm sure this has been talked about somewhere before, but I find the sounds in PR to be lacking quite a bit...Real bullet and gun fire sounds are a bit more intimidating than cap gun sounds we currently have.
When I fired a rifle/SAW for the first time, I was more surprised by the echo/doppler sound which is almost non existant in PR, it's way more intense than the actual gunfire itself. As well firing a rifle I could hear the sound of the buffer spring in the buttstock with me head up to it, but i don't expect anything that crazy with the sounds...
An example:
As well the sound of bullets hitting the ground near you...the whip cracking sound you hear is just the target, but after that is bullet hitting the dirt.
When I fired a rifle/SAW for the first time, I was more surprised by the echo/doppler sound which is almost non existant in PR, it's way more intense than the actual gunfire itself. As well firing a rifle I could hear the sound of the buffer spring in the buttstock with me head up to it, but i don't expect anything that crazy with the sounds...
An example:
As well the sound of bullets hitting the ground near you...the whip cracking sound you hear is just the target, but after that is bullet hitting the dirt.
Last edited by obZen on 2010-07-26 06:29, edited 3 times in total.
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LithiumFox
- Posts: 2334
- Joined: 2007-07-08 18:25
Re: Weapon/bullet sounds.
Read the Developer pages. They just say they went to go record sounds of awesome. 
[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Weapon/bullet sounds.
compared to vbf2 PRs sounds are awesome imo 
the problem is that YT videos are too low quality to use as sound sources at least that was the case before the HD options. the sound engineers can only use HQ videos for sounds.
I know the lads recorded the UK vehicles at the sound event, I dunno about small arms, but if they did I'm sure they have a surplus of great sounds
the problem is that YT videos are too low quality to use as sound sources at least that was the case before the HD options. the sound engineers can only use HQ videos for sounds.
I know the lads recorded the UK vehicles at the sound event, I dunno about small arms, but if they did I'm sure they have a surplus of great sounds
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bosco_
- Retired PR Developer
- Posts: 14620
- Joined: 2006-12-17 19:04
Re: Weapon/bullet sounds.
1. Set ingame sounds to max.
2. Turn up speaker and subwoofer volume to 300%
3. ???
4. Profit!
2. Turn up speaker and subwoofer volume to 300%
3. ???
4. Profit!

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AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
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Anderson29
- Posts: 891
- Joined: 2005-12-19 04:44
Re: Weapon/bullet sounds.
"the whip cracking sound you hear is just the target, but after that is bullet hitting the dirt."
take the target down and i bet u still hear a "crack"......which is the bullet breaking the sound barrier.
here is a firefight video i was involved in <object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/6rTjwoKTE5A&hl ... ram><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/6rTjwoKTE5A&hl=en_US&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>[/youtube]
im the tall guy far left at the very first seconds....and the guy over to the left at 1:35....and me leaning against the tree at 2:08 watching my hmmwv get towed off, needed to get my assault pack out....taking cover at the rear of the hmmwv at 2:26...more ammo and mortar rds arrive at 3:30...we are setting up an OP/firebase now, seriously..lol named op3...my truck again at 4:15...then camera man almost gets shot and the action starts....pretty lame video...but that day was pretty intense....mortars were fired, couple of hellfires, we had 1 guy shot in the leg....supposedly 3 enemy WIA/KIA, engagement ranges were around 4-500m or more. around the 5min mark is the next day, lame stuff i know but interesting though, right?
i usually dont get filmed upclose cuz i refused to wear eyepro and gloves and role my sleeves up at times, reason being eyepro fogs up during firefights and gloves sometimes get hung up on random **** and its hot and the army is gay..and since commanders watch these videos before they get released the camera man avoids filming me and no one likes being followed by the camera anyways....
anyways, the sounds in pr are pretty darn good IMO but things can always be better....
take the target down and i bet u still hear a "crack"......which is the bullet breaking the sound barrier.
here is a firefight video i was involved in <object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/6rTjwoKTE5A&hl ... ram><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/6rTjwoKTE5A&hl=en_US&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>[/youtube]
im the tall guy far left at the very first seconds....and the guy over to the left at 1:35....and me leaning against the tree at 2:08 watching my hmmwv get towed off, needed to get my assault pack out....taking cover at the rear of the hmmwv at 2:26...more ammo and mortar rds arrive at 3:30...we are setting up an OP/firebase now, seriously..lol named op3...my truck again at 4:15...then camera man almost gets shot and the action starts....pretty lame video...but that day was pretty intense....mortars were fired, couple of hellfires, we had 1 guy shot in the leg....supposedly 3 enemy WIA/KIA, engagement ranges were around 4-500m or more. around the 5min mark is the next day, lame stuff i know but interesting though, right?
i usually dont get filmed upclose cuz i refused to wear eyepro and gloves and role my sleeves up at times, reason being eyepro fogs up during firefights and gloves sometimes get hung up on random **** and its hot and the army is gay..and since commanders watch these videos before they get released the camera man avoids filming me and no one likes being followed by the camera anyways....
anyways, the sounds in pr are pretty darn good IMO but things can always be better....
in-game name : Anderson2981
steam : Anderson2981
steam : Anderson2981
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nicoX
- Posts: 1181
- Joined: 2007-07-24 10:03
Re: Weapon/bullet sounds.
I agree, the sound should have been a high priority long time ago, but I'm glad something is done about it.
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DankE_SPB
- Retired PR Developer
- Posts: 3678
- Joined: 2008-09-30 22:29
Re: Weapon/bullet sounds.
So you say current sounds are bad?I agree, the sound should have been a high priority long time ago
[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
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AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
Re: Weapon/bullet sounds.
Weren't we complimented last week on how good our bullet sounds were? (flyby and "crack")
Anyways, compare PR's sounds with BF2's and notice the difference - much more intense. Don't know since when you're playing PR, but compare the sounds from let's say 0.4 to 0.9 and notice the difference.
I'm not saying it's perfect, lots can be improved still, but seriously, we've come a long way already. And this recording trip is, I hope, just the first of a series
.
Here's some sound samples (mostly US weapons, so you get a better idea of the changes):
0.25: YouTube - Project Reality Mini-Mod v0.25 Trailer - HD
0.4: YouTube - Project Reality 0.4 voip teamplay action
0.5: YouTube - Project Reality 0.5 Coop - City District LAN - HD
0.6: YouTube - Project Reality 0.6 Video "OFICIAL"
0.7: YouTube - Battlefield Project Reality 0.7 gameplay bf2.lt serveryje
0.8: YouTube - Project Reality 0.8 Gameplay
0.9: YouTube - PR v0.9 Qwai River - US Infantry Part 1 of 2
Well, you get the idea
.
Anyways, compare PR's sounds with BF2's and notice the difference - much more intense. Don't know since when you're playing PR, but compare the sounds from let's say 0.4 to 0.9 and notice the difference.
I'm not saying it's perfect, lots can be improved still, but seriously, we've come a long way already. And this recording trip is, I hope, just the first of a series
Here's some sound samples (mostly US weapons, so you get a better idea of the changes):
0.25: YouTube - Project Reality Mini-Mod v0.25 Trailer - HD
0.4: YouTube - Project Reality 0.4 voip teamplay action
0.5: YouTube - Project Reality 0.5 Coop - City District LAN - HD
0.6: YouTube - Project Reality 0.6 Video "OFICIAL"
0.7: YouTube - Battlefield Project Reality 0.7 gameplay bf2.lt serveryje
0.8: YouTube - Project Reality 0.8 Gameplay
0.9: YouTube - PR v0.9 Qwai River - US Infantry Part 1 of 2
Well, you get the idea

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Booyak
- Posts: 357
- Joined: 2010-03-29 13:25
Re: Weapon/bullet sounds.
PR sounds better than arma series or vbs series default sounds thats for sure.
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sylent/shooter
- Posts: 1963
- Joined: 2009-04-10 18:48
Re: Weapon/bullet sounds.
I would gladly donate for you guys to come record some sounds in the US and Canada
Would be awesome
Anyways, great job with the sounds currently, As we all know it isn't perfect, (many things can't be completely perfected) But I think you guys will eventually figure out a way to do these different sounds and make them work in the Bf2 engine. If not hopefully if PR2 comes out that will have amazing sounds.
Edit: For everyone thinking that the sounds could be better, look at the difference between BF:BC2 which uses a dynamic sound engine (?) and Bf2 which doesn't. For being a 5 year old game Bf2 is still pretty awesome and the way the sound operates WON'T be completely realistic as it is close to in Bf:BC2. Just my two sense
Edit: For everyone thinking that the sounds could be better, look at the difference between BF:BC2 which uses a dynamic sound engine (?) and Bf2 which doesn't. For being a 5 year old game Bf2 is still pretty awesome and the way the sound operates WON'T be completely realistic as it is close to in Bf:BC2. Just my two sense
Killing the enemy sylently
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Wraith
- Retired PR Developer
- Posts: 1929
- Joined: 2006-02-11 00:10
Re: Weapon/bullet sounds.
Ok, I'm only going to say this one more time... I still have the CD's that PR purchased thanks to member donations. WE payed like 500 Euros for the damn things. I know that a lot of the sounds we originally used came from those CD's. It is ALL small arms, vehicle noises and such.

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obZen
- Posts: 156
- Joined: 2008-09-22 21:25
Re: Weapon/bullet sounds.
Well I wasn't being fair, the bullet sounds in PR are good, better than any other video game I've ever heard...Just they are a little lacking...
It's just like I said when I fired in real life I was amazed by the echo and doppler sound of the bullet traveling, it was far more intense and louder than the actual sound of firing the bullet.
I know it's hard to get the sounds from videos, but I can assure you that the first video is as very close to the real thing.
It's just like I said when I fired in real life I was amazed by the echo and doppler sound of the bullet traveling, it was far more intense and louder than the actual sound of firing the bullet.
I know it's hard to get the sounds from videos, but I can assure you that the first video is as very close to the real thing.
Last edited by obZen on 2010-07-26 17:05, edited 1 time in total.
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JONES
- Posts: 67
- Joined: 2006-03-28 09:28
Re: Weapon/bullet sounds.
I get your point man, the pr sounds are realy good thought is it possible to add the doppler/echo effect to the sounds?
So when you fire your rifle you actualy here the echo at the end, would make a big difference, when you played bfbc2 on "wartapes" mode you know what i mean, thought this have to be done right to avoid hurting ears at the end of the game
So when you fire your rifle you actualy here the echo at the end, would make a big difference, when you played bfbc2 on "wartapes" mode you know what i mean, thought this have to be done right to avoid hurting ears at the end of the game
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spawncaptain
- Posts: 466
- Joined: 2009-05-22 20:11
Re: Weapon/bullet sounds.
The problem is that the echo you get differs greatly depending on your surroundings.
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JONES
- Posts: 67
- Joined: 2006-03-28 09:28
Re: Weapon/bullet sounds.
Yeah i know, thought if you want different sounds on different enviroment you might get disapointed, because you would have to do hundreds of sounds for one single weapon which wont happen, more likley one indoor and one outdoor sound for each weapon is enough for a gamespawncaptain wrote:The problem is that the echo you get differs greatly depending on your surroundings.
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Lucan
- Posts: 18
- Joined: 2010-07-28 20:27
Re: Weapon/bullet sounds.
That's kind of like saying oral sex is better than being disemboweled. It's a pretty obvious statement.Booyak wrote:PR sounds better than arma series or vbs series default sounds thats for sure.
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usmcguy
- Posts: 642
- Joined: 2009-12-14 20:26
Re: Weapon/bullet sounds.
lmfao!! good one..Lucan wrote:That's kind of like saying oral sex is better than being disemboweled. It's a pretty obvious statement.
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GeorgRavioli
- Posts: 236
- Joined: 2010-02-13 05:41
Re: Weapon/bullet sounds.
I personally think they could be a little bit louder and have a greater echo, but the bullet hit and near hit sounds are great. I'm glad however that something is being done about the sounds.


