[Audio] PR 0.973 Anders Soundmod 0.5

Making or wanting help making your own asset? Check in here
Locked
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: PR 0.973 Soundmod test

Post by Arnoldio »

-=anders=- wrote:The distantsounds works. I added new sounds for the calibers. Was too close i think. Those sounds in the video are changed now. Wasnt satisfied with the 3rd person shots. Sounded like you farted. :)
So changed them and made them more crips and with a crack and powerful.
This, now please, video. :D
Image


Orgies beat masturbation hands down. - Staker
1stLt.Grizzly
Posts: 115
Joined: 2010-01-24 20:12

Re: PR 0.973 Soundmod test

Post by 1stLt.Grizzly »

only wanna say that the PKM sound should be a little more metal and that the m4 sounds like an airsoft/not real rifle
atleast in my eyes/ears.
but still awesome work
PS
maybe you can work on the RPG sound aswell
-=anders=-
Retired PR Developer
Posts: 1532
Joined: 2005-10-27 14:48

Re: PR 0.973 Soundmod test

Post by -=anders=- »

'[USF wrote:Jackers;1682053']only wanna say that the PKM sound should be a little more metal and that the m4 sounds like an airsoft/not real rifle
atleast in my eyes/ears.
but still awesome work
PS
maybe you can work on the RPG sound aswell
I agree with the PKM... I want the bass still there though and the short feel of the shotsound cause of automatic loop-fire.

But I would stick with the M4 1st person shot sound, I think I've done a great job there. Though the 3rd person shot sound sucked before (those in the video). So I've changed the 3rd person shot sounds.

I'll get my hands on the other weapons soon. I'll start with the rpg. ;-)


And yes, videos are cming.
1stLt.Grizzly
Posts: 115
Joined: 2010-01-24 20:12

Re: PR 0.973 Soundmod test

Post by 1stLt.Grizzly »

ok hope to see/hear it soon
1stLt.Grizzly
Posts: 115
Joined: 2010-01-24 20:12

Re: PR 0.973 Soundmod test

Post by 1stLt.Grizzly »

Ooo anders
i can give you some nice vid links that you can use whit the RPG sound
if you want me to invite me on Xfire : ltrooijackers
You can die for your country, But I live for mine!
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: PR 0.973 Soundmod test

Post by Rudd »

-=anders=- wrote:The distantsounds works. I added new sounds for the calibers. Was too close i think. Those sounds in the video are changed now. Wasnt satisfied with the 3rd person shots. Sounded like you farted. :)
So changed them and made them more crips and with a crack and powerful.
the new ones might sounds like my farts, had baked beans for breakfast :P

Good stuff

I do like the idea of a bass PKM sound, since its technically a MMG rather than an LMG iirc?
Image
Spush
Retired PR Developer
Posts: 4359
Joined: 2007-02-19 02:08

Re: PR 0.973 Soundmod test

Post by Spush »

'[USF wrote:Jackers;1682080']
i can give you some nice vid links that you can use whit the RPG sound
The problem with using videos especially youtube videos is that it's all muffled. The highs and lows are all messed up not good for sound sources, doesn't sound good, just sounds flat. So I don't recommend using youtube at all.
pleym
Retired PR Developer
Posts: 661
Joined: 2008-09-10 11:04

Re: PR 0.973 Soundmod test

Post by pleym »

[R-DEV]Rudd wrote:interesting stuff, great to see initiative

I quite liked alot of them, though I've never heard anything other than a shotgun and an A10 cannon IRL

Would like to see any reference videos you used to guide you in making these sounds? (to judge realisticness)
I agree with Rudd its ?ber nice, I have heard the sound from the Glcok 17, MG3, HK416, M2 browning.. but the mg sound and the M4/M16 is mostly the same as the HK416.. They are like real life sounds in your little mod. The sounds are a littel to bright/sharp ingame now.. there is a more "dark/booom" when your fireing the weapons in real life.. so I think you made some good fireing sounds there.

PR:BF2 Mapper
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: PR 0.973 Soundmod test

Post by AfterDune »

-=anders=- wrote:Ok, here it is... Its better to play than watch I can tell. :)

1:27 -> like a baws :p
Image
-=anders=-
Retired PR Developer
Posts: 1532
Joined: 2005-10-27 14:48

Re: PR 0.973 Soundmod test

Post by -=anders=- »

'Limeni[BiH wrote:;1682157']So is it possible to use this sound mod as some kind of client mod together with PR without being kicked?
Probably. :) I've never got kicked from any server. I've tried like 5-10 server and I've played constantly yesterday for 4 hours, without getting kicked.

Ok, here's not a video, but an audio-clip, showing you new and reworked sounds.


Heres what's in the clip from beginning to the end:
- FAL/GALIL (same sounds for now), 1st & 3rd person shots.
- l115 sniperrifle, 1st & 3rd person.
- PKM, (same)
- PPSH, 1st and 3rd
- RPG, 1st n 3rd.
- Simonov, 1st and 3rd

Listen here!!!

Im quite satisfied with those weapon shots now.

Im gonna get on with the GB sounds next, although I think they're quite ok including the israeli and german weapons. But I think I will change the GB sounds.

Then I hope ofcourse some might get into the next patch. But anyways, as I said, it seems there're no problems at all playing these clientside, so just release them as a mod...
Let's check what the PR team says about it.
1stLt.Grizzly
Posts: 115
Joined: 2010-01-24 20:12

Re: PR 0.973 Soundmod test

Post by 1stLt.Grizzly »

anders that RPG 3rd person sounds like it is a TOW at the end you should try change the last bit off it a little bit but the 1st person sounds awesome
good work
You can die for your country, But I live for mine!
-=anders=-
Retired PR Developer
Posts: 1532
Joined: 2005-10-27 14:48

Re: PR 0.973 Soundmod test

Post by -=anders=- »

'[USF wrote:Jackers;1682269']anders that RPG 3rd person sounds like it is a TOW at the end you should try change the last bit off it a little bit but the 1st person sounds awesome
good work
Ok. Will do.. :) thx for the headsup. Ive recorded Carl Gustav grenade Launcher and while wearing both earplugs and earcovers i just heard a big "Boom"!! Thought my heart would rocketlaunch to the moon and my sounds were fucked. Had to stand like 50 meters away to get atleast something out of the sounds.
But ive never heard an rpg. But i guess it's a boom there aswell. :) but im happy with the 1st person sounds. Will try something more similar on the 3rd person shot.
USMC scout sniper
Posts: 487
Joined: 2010-01-03 04:21

Re: PR 0.973 Soundmod test

Post by USMC scout sniper »

Honestly, you should change all the weapons sounds.No offense to who made them, but they suck.I think all of them need to be changed,


Infraction given.

Dunehunter


Asshat wanted to play harder. Further infraction given - Gaz
Last edited by Gaz on 2011-10-17 01:10, edited 2 times in total.
HELL HAVE NO FURY LIKE ME WITH A M249 SAW PIP!
1stLt.Grizzly
Posts: 115
Joined: 2010-01-24 20:12

Re: PR 0.973 Soundmod test

Post by 1stLt.Grizzly »

Btw i would like to test them in game for you.
if you need someone to test them atleast
You can die for your country, But I live for mine!
1stLt.Grizzly
Posts: 115
Joined: 2010-01-24 20:12

Re: PR 0.973 Soundmod test

Post by 1stLt.Grizzly »

here i got a link Real Gun Sounds - What A Firefight Should Sound Like - YouTube ( i know youtube is not the best thing to use) where i think its pretty clear that there is a BIG deference between some guns/overcoming bullets/explosions anders please just lissin to it maybe you can use it a little bit for idea's
You can die for your country, But I live for mine!
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: PR 0.973 Soundmod test

Post by Rudd »

Hey Anders, we've been talking in our team's section and we have some thoughts.

We'd really like to see the references you are using for your sounds, to help us judge realism and also for team integrity - we need to ensure that the sounds are no-one elses property e.g. to ensure you haven't used any audio from another game. (I'm sure you haven't, but it needs to be established)

Also ensure you aren't converting from mp3s/YT, as the compression will take away alot of the realism, we recommend you use gun sound libraries as a source.

Soundwise here are some more thoughts from the team
  • The sounds need more 'Crack', they are currently too soft in our opinon
  • The sounds that use reverb etc need to be distance sounds, the reverb etc should be way downsized on the 1p sounds
  • In regards to reverb, I'm going to quote another team member
    If he is going to use a reverb on it, its better to try and use a convolution reverb from something like altiverb (with a nice outdoor space like a forrest or something) ... but at the end of the day there is no replacement for the real thing.
Keep it up mate
Image
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: PR 0.973 Soundmod test

Post by Arnoldio »

As i said few pages back, current weapons lack the bass, your weapons lack the crack yeah, though in the last recording, those arent bad.
Image


Orgies beat masturbation hands down. - Staker
Nebsif
Posts: 1512
Joined: 2009-08-22 07:57

Re: PR 0.973 Soundmod test

Post by Nebsif »

HOLY MOTHER OF GODDD SO MUCH WIN !!!!!!!!!!!!!!! <3 <3 <3

I only dont like the AK sounds from the 1st vids, rest are epiic. Current PR sounds just sound fake, like the SVD super huge staple gun. I dont rememb how a M16 sounds by now but urs is 4x better than we have now for sure :D

Also, even if they are exaggerated a bit, they give u more of a feeling of firing a (powerful?) rifle instead of an airsoft one since the game cant transfer lots of other experiences when firing one IRL.

BTW since were talkin bout sounds here, is there way to make it so we can hear the cases fall to the ground when using scopes? Currently you can only hear em if u use irons.
Last edited by Nebsif on 2011-10-16 17:40, edited 1 time in total.
Locked

Return to “PR:BF2 Community Modding”