[Audio] New Effect-sound-system for weapons (WIP)

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dodek96_pl
Posts: 45
Joined: 2010-11-19 15:14

[Audio] New Effect-sound-system for weapons (WIP)

Post by dodek96_pl »

Hello :) Recently, I've been working on a sound system that makes the weapons sound close to HDR known from Frostbite engine. This is a very simple and innovate system that makes the weapon sound different on different distances. Currently, it supports 4 sounds: 10 meters HalfVolumeDistance sound, 50 meters HalfVolumeDistance sound, distant sound (600 or so meters, depending on firearm) and bolt sound (4 meters HalfVolumeDistance. Here's a short preview:

Preview link

Preview link (old and private mod)


Preview link


I also made ESS use Anders' sounds, here's a video:


ESS/AndersSoundMod Video Link

Now a bit about how it works:
If you know how do distant explosion sounds work, it'll be easier for you to understand. Explosion effects have another effectBundle attached to it, that effectBundle contains a distant sound. This is exactly how EffectSoundSystem works, but has 3 effectBundles attached to a muzzleflash effect and adds bolt sound to shellejection effect. I'll try to keep you up-to-date and upload new videos showing the effect on other weapons, I have already made some of PR weapons use it and it turned out pretty good. What do you think about it? Do you think it's worth putting this in PR? Thanks for feedback,

Dodek
Last edited by dodek96_pl on 2012-01-28 14:17, edited 4 times in total.
Reason: Fixed embed;added second video
-=anders=-
Retired PR Developer
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Re: [Audio] New Effect-sound-system for weapons (WIP)

Post by -=anders=- »

Hehe, sign me up scotty! :) Would love to experiment....

Would be nice with a small tutorial instead of putting up new videos. But I understand the basics of it.
Last edited by -=anders=- on 2012-01-01 23:29, edited 1 time in total.
dodek96_pl
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Joined: 2010-11-19 15:14

Re: [Audio] New Effect-sound-system for weapons (WIP)

Post by dodek96_pl »

I may release a test version this weekend for you all to see how it sounds in-game, maybe it'll turn out to be successful :) You'll have a base on which you can build your own "expansions" to the system too. I hope to have some time and finish some of the weapons by Friday or Saturday. Is it okay with you, devs? I just want to make sure.
-=anders=-
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Re: [Audio] New Effect-sound-system for weapons (WIP)

Post by -=anders=- »

dodek96_pl wrote:I may release a test version this weekend for you all to see how it sounds in-game, maybe it'll turn out to be successful :) You'll have a base on which you can build your own "expansions" to the system too. I hope to have some time and finish some of the weapons by Friday or Saturday. Is it okay with you, devs? I just want to make sure.
Hah, why wouldn't it be ok? :)
dodek96_pl
Posts: 45
Joined: 2010-11-19 15:14

Re: [Audio] New Effect-sound-system for weapons (WIP)

Post by dodek96_pl »

Here's a first simple release that makes elcan M249, all M16A4s and G3s use new muzzleeffects:
ESS.zip - download now for free. File sharing. Software file sharing. Free file hosting. File upload. FileFactory.com

To prevent kicking out of MP servers, use fileManager method. Put the ESS.zip file in pr folder. Open serverarchives.con and put

rem ESS
fileManager.mountArchive ESS.zip Objects

on the very top of the file, it should now look like this:

rem ESS
fileManager.mountArchive ESS.zip Objects

fileManager.mountArchive objects/vehicles_server_patch2.zip Objects
fileManager.mountArchive objects/weapons_server_patch2.zip Objects... etc

Have fun ;)
-=anders=-
Retired PR Developer
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Re: [Audio] New Effect-sound-system for weapons (WIP)

Post by -=anders=- »

dodek96_pl wrote:Here's a first simple release that makes elcan M249, all M16A4s and G3s use new muzzleeffects:
ESS.zip - download now for free. File sharing. Software file sharing. Free file hosting. File upload. FileFactory.com

To prevent kicking out of MP servers, use fileManager method. Put the ESS.zip file in pr folder. Open serverarchives.con and put

rem ESS
fileManager.mountArchive ESS.zip Objects

on the very top of the file, it should now look like this:

rem ESS
fileManager.mountArchive ESS.zip Objects

fileManager.mountArchive objects/vehicles_server_patch2.zip Objects
fileManager.mountArchive objects/weapons_server_patch2.zip Objects... etc

Have fun ;)
Lovely! Gonna see if I can make some other muzzle-effects now, for lets say AK47. :) Great job dude! Lets see how far we can experiment! :)
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: [Audio] New Effect-sound-system for weapons (WIP)

Post by Redamare »

that is defiantly something that we should improve is those sounds :) some of them need some refining. i like what you have done the only thing is now it will be too easy to identify if its an enemy or a friendly that is shooting ... but overall i like the updates your working on
-=anders=-
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Re: [Audio] New Effect-sound-system for weapons (WIP)

Post by -=anders=- »

Redamare wrote:that is defiantly something that we should improve is those sounds :) some of them need some refining. i like what you have done the only thing is now it will be too easy to identify if its an enemy or a friendly that is shooting ... but overall i like the updates your working on
I would pay attention no matter what faction are shooting. So I dont see any gameplay problems cause often the enemy takes friendly weapons.

The sound system is both good and bad. I've played around with it aswell. Although the most negative side is that all 3/4 sounds are playing at the same time, meaning you'll hear if even if the sounds aren't similar at all. Its very annoying. And I dont know how it would affect the netcode online, with so many shootsounds playing at once.

The Idea is great! But then again, we would need something else to separate each damn sound depending on the distance. But I agree that every gun could sound different and four distances. Witnessed it myself irl. Not all guns with same caibler sound the same. But if we could figure out some other way to individualize all sounds for a gun (not making them play together) I would agree that a gunshot from 1000m and more should probably sound the same as every gun with that same caliber.


Hope you understood me. :)
Vista
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Re: [Audio] New Effect-sound-system for weapons (WIP)

Post by Vista »

omg...

Anders's sounds + dodek's sound technology

EARGASM
Rudd
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Re: [Audio] New Effect-sound-system for weapons (WIP)

Post by Rudd »

Some really interesting stuff here, though I'm not a huge fan of those muzzleflashes. If you could adjust the alpha to make them more transparent, specially around the edges I think they would look more realistic.

On maps like Silent Eagle on other other hand, I think stronger muzzleflashes would be good, we'd have to implement a system where the dark maps have the muzzleflash information in their objects folder

I've been checking out your other works on your youtube channel, I'm very impressed, hope you continue to try and contribute :)
Image
-=anders=-
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Re: [Audio] New Effect-sound-system for weapons (WIP)

Post by -=anders=- »

Rudd wrote:Some really interesting stuff here, though I'm not a huge fan of those muzzleflashes. If you could adjust the alpha to make them more transparent, specially around the edges I think they would look more realistic.

On maps like Silent Eagle on other other hand, I think stronger muzzleflashes would be good, we'd have to implement a system where the dark maps have the muzzleflash information in their objects folder

I've been checking out your other works on your youtube channel, I'm very impressed, hope you continue to try and contribute :)
He did not meant to show off his muzzleflashes. This was only about the soundsystem mate. :)

But I agree, I've done muzzleflashes for daylight and will probably contribute with visuals and sounds in the future updates.

On darker maps, I would make brighter non-transparent muzzleflashes with glow effects and in daylight maps I would have mor transparent flashes wich shows up more randomly. Like here:
illidur
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Re: [Audio] New Effect-sound-system for weapons (WIP)

Post by illidur »

dude i want that blood effect. its way better than a puff of dust. muzzleflashes are good too.

the only annoying thing in that video is the amount of dust kicked up from bullets... they are like mini smoke grenades.
USMC scout sniper
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Re: [Audio] New Effect-sound-system for weapons (WIP)

Post by USMC scout sniper »

Trust me when I say real guns kick up a lot of dirt. Like I went to desert Sunday, and even the 9mm kicked up the same amount of dirt as in the video.
HELL HAVE NO FURY LIKE ME WITH A M249 SAW PIP!
-=anders=-
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Re: [Audio] New Effect-sound-system for weapons (WIP)

Post by -=anders=- »

USMC scout sniper wrote:Trust me when I say real guns kick up a lot of dirt. Like I went to desert Sunday, and even the 9mm kicked up quite a bit of dirt.
Yeah, Ill show him some videos of it... Dry material SHOULD kick up dust, period. Also seen it irl from both M249 and M240. Im thinking of making all hitsmokes "draw" to one certain direction to simulate wind.
USMC scout sniper
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Re: [Audio] New Effect-sound-system for weapons (WIP)

Post by USMC scout sniper »

HELL HAVE NO FURY LIKE ME WITH A M249 SAW PIP!
-=anders=-
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Re: [Audio] New Effect-sound-system for weapons (WIP)

Post by -=anders=- »

USMC scout sniper wrote:TA11h-g Acog - YouTube like this?
Yeah, you see the wind? I will try to make the impacts draw away with fake-wind. :)
USMC scout sniper
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Re: [Audio] New Effect-sound-system for weapons (WIP)

Post by USMC scout sniper »

Sounds awesome try it out
HELL HAVE NO FURY LIKE ME WITH A M249 SAW PIP!
Adriaan
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Re: [Audio] New Effect-sound-system for weapons (WIP)

Post by Adriaan »

Will that make all effects move on the wind in the same direction?
Image
-=anders=-
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Re: [Audio] New Effect-sound-system for weapons (WIP)

Post by -=anders=- »

[R-DEV]Adriaan wrote:Will that make all effects move on the wind in the same direction?
That would be the idea... Just to test...
Adriaan
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Re: [Audio] New Effect-sound-system for weapons (WIP)

Post by Adriaan »

Alright, I believe there was some kind of problem getting everything to move in the same direction. There was some kind of global value for wind direction, but it didn't influence anything... Would this wind direction you're adding be determined within the effect itself then? If so, I think other effects would need this same addition to make all effects move in the same direction (and move with the wind at all)? Either way I look forward to the results. :)
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