[Audio] PR 0.973 Anders Soundmod 0.5

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Johncro
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Re: PR 0.973 Soundmod test

Post by Johncro »

-=anders=- wrote:Have done that thx. Most of them are inactive, Jaymz said he would get back to me.

Thx guys for your attention! Glad u like them. Also have some new bullet cracks/snaps. Some are in stereo wich rlly wanna get your heads down. Scares the living **** out of you. :D
In the video i heard a ricochet going off, did you add those too?
=]H[= EasyAlpha
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Re: PR 0.973 Soundmod test

Post by =]H[= EasyAlpha »

new video, made my pants a little tighter, :P so pumped for this
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Rudd
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Re: PR 0.973 Soundmod test

Post by Rudd »

I too aint no expert, however I'd try and keep the echo levels the same as you have for the AK74SU, I think that one was teh sweet spot between realism and nice sounds

the only weapons I didn't like are the M14 and L85, your previous version of the L85 was much better imo, sounded more like PR's but with some beef added.

If I were you, I'd try and get the weaponsounds finished before moving on to footsteps etc, in the last download of your footsteps I didn't particularly like it that much compared to teh vbf2 sounds.
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-=anders=-
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Re: PR 0.973 Soundmod test

Post by -=anders=- »

Rudd wrote:I too aint no expert, however I'd try and keep the echo levels the same as you have for the AK74SU, I think that one was teh sweet spot between realism and nice sounds

the only weapons I didn't like are the M14 and L85, your previous version of the L85 was much better imo, sounded more like PR's but with some beef added.

If I were you, I'd try and get the weaponsounds finished before moving on to footsteps etc, in the last download of your footsteps I didn't particularly like it that much compared to teh vbf2 sounds.
Strange. Im more than happy with My latest sounds for l85 and m14. Wonder what soundcard and soundsettings you have? Some are fiddling too much with their soundsettings and equializer, 3D settings. Im making these sounds on an xfi platinum with all levels on equalizer on default. No 3D stereo for headphones.
For me they sound very beefy.

Although I didnt like the previous footsteps either.
More love to the new ones and I like them very much.

I also think some might have been playing with the old PR sounds for so long, they only take in new changes with a negative reaction. It's common in everthing in life.
But I insist that PR needs a fresh overhaul in both audio and visuals.
Lets see how far everything works. Cause I cant adapt to everyones taste in the world.
It would be impossible! Thats soundguys worst dilemma. And they hate it.
Same with music taste. This is also as estetic as making sounds. Nothing
is realistic enough in games what aims to be realistic.
Hope u get my point mate.
lucky.BOY
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Re: PR 0.973 Soundmod test

Post by lucky.BOY »

I really like it, would love to see this in PR :)

-lucky
Navo
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Re: PR 0.973 Soundmod test

Post by Navo »

The footsteps sounds in the video are absolutely orgasmic. Don't change them.
Jafar Ironclad
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Re: PR 0.973 Soundmod test

Post by Jafar Ironclad »

Very crisp. If nothing else, you've got an outstanding professional demo reel in the making. I expect it'll be more than that though. Keep up the good work, and stay receptive of criticism as you've been, and I see great things in your future. :)
-=anders=-
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Re: PR 0.973 Soundmod test

Post by -=anders=- »

[R-CON]Jafar Ironclad wrote:Very crisp. If nothing else, you've got an outstanding professional demo reel in the making. I expect it'll be more than that though. Keep up the good work, and stay receptive of criticism as you've been, and I see great things in your future. :)
Wisely said. :) Thx.
illidur
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Re: PR 0.973 Soundmod test

Post by illidur »

not gonna lie, i like the footsteps in v.3 more. i can't be the only one who would think a loud rattling sound isn't the best idea for something you are gonna hear all the time? maybe if its possible to turn the rattling down a bit. is this effect already in .3? i hear something like it when walking on concrete (ramiel's usa base).

the pistol sounds worse now, reminds me of tearing paper lol. everything else is amazing!
-=anders=-
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Re: PR 0.973 Soundmod test

Post by -=anders=- »

illidur wrote:not gonna lie, i like the footsteps in v.3 more. i can't be the only one who would think a loud rattling sound isn't the best idea for something you are gonna hear all the time? maybe if its possible to turn the rattling down a bit. is this effect already in .3? i hear something like it when walking on concrete (ramiel's usa base).

the pistol sounds worse now, reminds me of tearing paper lol. everything else is amazing!
Ok, no, they're not in v.0.3. Not happy with the foosteps in v.0.3 anyways.
You have to play what Ive got now to feel it yourself. But Yeah, I think the rattling is a bit loud. Think I'm gonna lower the total volume of footsteps to see if it feels more realistic. But i want the rattling still there though.

I got, steps on every surface, clothing and gear (rattling) in every sound.

Well, I like the M9 shootsound. Maybe Ill see if I can make another reverb to it, but I'm happy with the shootsound. Cause I think you meant "tearing paper", is referred to the reverb/echo?
illidur
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Re: PR 0.973 Soundmod test

Post by illidur »

-=anders=- wrote:Ok, no, they're not in v.0.3. Not happy with the foosteps in v.0.3 anyways.
You have to play what Ive got now to feel it yourself. But Yeah, I think the rattling is a bit loud. Think I'm gonna lower the total volume of footsteps to see if it feels more realistic. But i want the rattling still there though.

I got, steps on every surface, clothing and gear (rattling) in every sound.

Well, I like the M9 shootsound. Maybe Ill see if I can make another reverb to it, but I'm happy with the shootsound. Cause I think you meant "tearing paper", is referred to the reverb/echo?
im playing with .3 right now on ramiel and i hear it on dirt now too, just less noticeable.

yup the reverb/echo i believe is probably it.
-=anders=-
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Re: PR 0.973 Soundmod test

Post by -=anders=- »

illidur wrote:im playing with .3 right now on ramiel and i hear it on dirt now too, just less noticeable.

yup the reverb/echo i believe is probably it.
As I said, thats not the sounds Im using now...
illidur
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Re: PR 0.973 Soundmod test

Post by illidur »

im not saying its the same, but the rattling sounds in .3 is less obtrusive so i'm saying i like that better.

i thought you were saying there wasn't anything else at all like this guy.
KingKong.CCCP wrote: I like the moving sound for an individual, but in a group that sounds a bit weird... I would add few rattling sounds (yes, I do understand every soldier pays attention to strap his gear not to rattle, but it would be nice to hear something else than those boring thud sounds).
Rudd
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Re: PR 0.973 Soundmod test

Post by Rudd »

Hey Anders, have you given any thought to having a go at making a new wounded sound?
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-=anders=-
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Re: PR 0.973 Soundmod test

Post by -=anders=- »

Rudd wrote:Hey Anders, have you given any thought to having a go at making a new wounded sound?
Yeah, maybe I can drink some more whiskey and go yell all the most crazyness of screams before going out. :)
Nah... Not today. But yeah, thought about it...

Also want to learn more about the soundsystem. The files are just spreaded in many different *.zip files. Total mess imo. Doesnt even know If you can attach certain sounds to animations aswell. Like binocs, crouch, stand, prone you name it. Also I have no clue about what sounds are attached to the maps.

Like yesterday while playing one of the new maps (dont remember the name now). Desertmap, with Russia vs China. Well, when outside its so extremely loud, and the sound really doesnt fit into the desert landscape at all. It sounded like you were in a "windy warehouse". Really lame. Barely could hear the gunshots hehe.
No, but I want to check if there's some features/sounds you can adjust/change in the maps aswell.

Tell me what you think needs to be overlooked people.
Rudd
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Re: PR 0.973 Soundmod test

Post by Rudd »

what sounds are attached to the maps.
well in the common.zip there are the levelambient sounds, mappers use this alot, and I think the things like dogs etc are in there too, which are all placed by mappers as ambient objects. However I wouldn't bother doing any level ambient work unless specifically requested. Like for Pavlovsk, I would have liked a Naval fire siren for the ship that is on fire in the bay.


When it comes to sounds in levels, the volumes etc can be controlled by the map files, if you recal the location please do post it in the bug section and the mapper can fix it without a new sound. When Silent Eagle came out no1 could hear because of the wind, when Korengal valley was being tested there were dogs barking everywhere everytime someone pulled a trigger :) its quite a dynamic system in maps tbh, and vbf2 has a wide variety of sounds to use for that purpose.
Also want to learn more about the soundsystem. The files are just spreaded in many different *.zip files. Total mess imo. Doesnt even know If you can attach certain sounds to animations aswell. Like binocs, crouch, stand, prone you name it. Also I have no clue about what sounds are attached to the maps.
Dunno if you can either, though I suspect you could do prone sounds, but the only mod I've seen using prone animations is FH2 when proning with LMGs etc.
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CanuckCommander
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Re: PR 0.973 Soundmod test

Post by CanuckCommander »

Hey Anders,

Good job on the mod. If you want references and stuff check out this youtube channel.

FUNKER530's Channel - YouTube

He uploads all kinds of combat footages, particularly first person shooting, running and all kinds of goodies relevant to your current work.

I like what you are doing with the sounds and I realize most sounds are subjective anyway. I just want to provide a counter argument to the "realism" camp of sound design though. If gun sounds in video games were realistic then we'd all be DEAF from not wearing hearing protection while playing all day!

PR soundFXs should balance between what the gun sounds like in real life while keeping it dramatic and entertaining. After all, this is a video game for entertainment, not real life. On that note, I also support your ideas of having muzzle flashes and bullets kicking a lot of dirt. If you watch some of the videos on that youtube channel I linked you, a lot of dirt is kicked up in Afghanistan when weapons are fired (the surrounding dirt is kicked up), when bullets are impacted, and even when people are just running.

I think currently PR is trying too hard to have a purist ideal of realism that we forgot to add a little bit of dramatic flare to the game that is VITAL to the overall level of immersion and replay value. In doing so, the game is actually UNREALISTIC in terms of effects because in real life, weapons DO have muzzle flashes, and they CAN be seen in daylight. Weapons DO kick up a lot of dirt when they are fired and when bullets impact. All of the above are not represented properly in PR and it's really a huge downer to the game's overall quality.

I really hope you keep developing this stuff, VFX and SFX for PR, and hope that the DEVs appreciate your work enough to put it into the mod because this is good stuff, exactly details that PR lacks to make it a more polished and complete game.
USMC scout sniper
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Re: PR 0.973 Soundmod test

Post by USMC scout sniper »

Those sounds would be perfect if the echo was louder. Like the 9mm sound I recorded had a quite an echo to it.
HELL HAVE NO FURY LIKE ME WITH A M249 SAW PIP!
dodek96_pl
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Re: PR 0.973 Soundmod test

Post by dodek96_pl »

These new ones sound much better than the ones in 0.3 version! I'd love to use them in my ESS system :)
Nebsif
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Re: PR 0.973 Soundmod test

Post by Nebsif »

Holy mother of god, finally the SVD sounds powerful enough and not like some huge stapler! DO WANT!
Love the rattling btw, some thingies can be a bit exaggerated in vid games to transfer the overall feeling imo.

Edit: i'd even donate moar to PR if you add some of them to the next patch :D
Last edited by Nebsif on 2012-01-30 17:58, edited 1 time in total.
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