Ask the [Dev]s a (?)
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BloodyDeed
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Skitrel
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Re: Ask the [Dev]s a (?)
You see, the issue here is that sounds you see recorded in videos are not actually the sounds your ear hears in person.WarEagle751 wrote:I know Anders changed the sounds of the jets but did Anders change the sound of the A10 Warthog to sound more like this for 1.0?
Creating sounds from recordings, or even just taking direct sound recordings and translating them into a videogame - is all VERY complex.
One of the DICE sound designers for BF3 actually released a really interesting video regarding this very problem, the video shows recording of a single gun (pkm) from a bunch of different directions with a bunch of different equipment, producing an entirely different sound each and every time.
The equipment used to record the sound plays a massive part in the outputted sound you get in videos.
The sound in this video is quite clearly heavily distorted and warped because it's far louder than the mic is supposed to be recording, I usually call this the "tinny" (as in sounding like a "tin") effect.
Watch the video, and next time you take issues with sounds in a game bear in mind that without first-hand experience no recording is EVER telling you exactly what your ears would hear from any position.
EA DICE PKM Gun Recording Microphone Type, Position & Pre Amp Comparison - ben(dot)minto(at)dice(dot)se on Vimeo
My general recommendation would be to assume that any and all videos you pluck from youtube aren't using an immense amount of professional sound recording equipment, or even decent equipment in the first place, and aren't outputting the correct sound that your ear would hear anyway as every single piece of equipment, distance and tiny details will produce a very different sound every time.
Translate this issue into the fact that videogames typically have to have only 1 recording of a bullet shot that gets repeated many many times for burst/automatic fire and you can imagine the problems.
Sound is a complicated matter.
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Wicca
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Re: Ask the [Dev]s a (?)
Excellent first post mr. Skitrel. Welcome to the forumSkitrel wrote:You see, the issue here is that sounds you see recorded in videos are not actually the sounds your ear hears in person.
Creating sounds from recordings, or even just taking direct sound recordings and translating them into a videogame - is all VERY complex.
One of the DICE sound designers for BF3 actually released a really interesting video regarding this very problem, the video shows recording of a single gun (pkm) from a bunch of different directions with a bunch of different equipment, producing an entirely different sound each and every time.
The equipment used to record the sound plays a massive part in the outputted sound you get in videos.
The sound in this video is quite clearly heavily distorted and warped because it's far louder than the mic is supposed to be recording, I usually call this the "tinny" (as in sounding like a "tin") effect.
Watch the video, and next time you take issues with sounds in a game bear in mind that without first-hand experience no recording is EVER telling you exactly what your ears would hear from any position.
EA DICE PKM Gun Recording Microphone Type, Position & Pre Amp Comparison - ben(dot)minto(at)dice(dot)se on Vimeo
My general recommendation would be to assume that any and all videos you pluck from youtube aren't using an immense amount of professional sound recording equipment, or even decent equipment in the first place, and aren't outputting the correct sound that your ear would hear anyway as every single piece of equipment, distance and tiny details will produce a very different sound every time.
Translate this issue into the fact that videogames typically have to have only 1 recording of a bullet shot that gets repeated many many times for burst/automatic fire and you can imagine the problems.
Sound is a complicated matter.
Xact Wicca is The Joker. That is all.
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labonte95
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Re: Ask the [Dev]s a (?)
i would like to learn it my selfDavos wrote:What is actually the real name of the song vietnam_menu.ogg located in the pr_beta files?
Would like to play it myself on the guitar.![]()
Thanks to WarEagle751 for the Signature pic!
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WarEagle751
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Re: Ask the [Dev]s a (?)
Ah, I see but even in movies they sound like that. I was just wondering if they made it sound more realistic than the last version with the distinct high pitch whistling sound as it passes by you and the gun sounds making the famous sounds that we are so familiar hearing. I know you guys can't make it sound exactly the same due to the game engine but at least make it sound close as possible to the real thing because the A10 ingame doesn't really have those distinct sounds were so familiar with. The other planes sound amazing it's just the A10 that i'm not quite satisfied with.Skitrel wrote:You see, the issue here is that sounds you see recorded in videos are not actually the sounds your ear hears in person.
Creating sounds from recordings, or even just taking direct sound recordings and translating them into a videogame - is all VERY complex.
One of the DICE sound designers for BF3 actually released a really interesting video regarding this very problem, the video shows recording of a single gun (pkm) from a bunch of different directions with a bunch of different equipment, producing an entirely different sound each and every time.
The equipment used to record the sound plays a massive part in the outputted sound you get in videos.
The sound in this video is quite clearly heavily distorted and warped because it's far louder than the mic is supposed to be recording, I usually call this the "tinny" (as in sounding like a "tin") effect.
Watch the video, and next time you take issues with sounds in a game bear in mind that without first-hand experience no recording is EVER telling you exactly what your ears would hear from any position.
EA DICE PKM Gun Recording Microphone Type, Position & Pre Amp Comparison - ben(dot)minto(at)dice(dot)se on Vimeo
My general recommendation would be to assume that any and all videos you pluck from youtube aren't using an immense amount of professional sound recording equipment, or even decent equipment in the first place, and aren't outputting the correct sound that your ear would hear anyway as every single piece of equipment, distance and tiny details will produce a very different sound every time.
Translate this issue into the fact that videogames typically have to have only 1 recording of a bullet shot that gets repeated many many times for burst/automatic fire and you can imagine the problems.
Sound is a complicated matter.
Engine sounds more like this atleast!
Gun sounds like this
Last edited by WarEagle751 on 2013-07-31 15:06, edited 7 times in total.
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Skitrel
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Re: Ask the [Dev]s a (?)
Again though these examples present the devs with a conundrum, one that devs of all games everywhere are always presented with in their games, including the Arma devs. What's the best representation of the sounds actually heard by the ear? And what sound recordings are most likely accurate? And what distance were they made at? And with what equipment? And so on and so forth.WarEagle751 wrote:Ah, I see but even in movies they sound like that. I was just wondering if they made it sound more realistic than the last version with the distinct high pitch whistling sound as it passes by you and the gun sounds making the famous sounds that we are so familiar hearing. I know you guys can't make it sound exactly the same due to the game engine but at least make it sound close as possible to the real thing because the A10 ingame doesn't really have those distinct sounds were so familiar with. The other planes sound amazing it's just the A10 that i'm not quite satisfied with.
Engine sounds more like this atleast!
Gun sounds like this
Arma 2's sounds can immediately be dismissed as inaccurate because the same sounds aren't used in Arma 3.
Artistic license is the name of the game when it comes to sound design. Those dealing with sound in ANY development team have a really tough issue in front of them. Sounds (from a gameplay perspective) all need to be distinguishable from all other sounds and identifiable. For gameplay reasons being able to determine what killed you typically comes from what the sound was, so the sound is obviously important. However of course when it comes to a game like PR the consideration also has to be "what's the most realistic?"
The problem here is that, even with military advisers, and even with people that have heard something first hand, even several times, sound is difficult. Memories lie to people, and what sounds "close to correct" depends on the exact situation of the person that experienced it in the first place.
Engine and flight sounds here are significantly easier than most things, so I expect those will end up being to your satisfaction, if not immediately they'll happen somewhere down the line. It's not like the sound of one jet engine is commonly different from the sound of another, at least not to the discerning commoner amongst us.
Just understand that when something doesn't sound like a recording you pick up of a real life event occurring - that real life event has much more to the sound engine. Doppler effect, air pressure, distance from sound, and the sound equipment that records it. As for comparing to sounds chosen for other games, they're not trustworthy sources either, they're all doing their best based on the source materials they have, which in most cases is youtube, sound libraries or at best first hand field recordings. But as the DICE video shows - you can capture sounds and still not get the same recording as you're actually hearing with your ear, and the sound you here with your ear can differ massive between just 50cm and 1m, or 1m and 5m, or 5m and 50m, or 500m.
One factor BF3 deserves kudos for, it has the most authentic sound design and (in my opinion) the best implementation of sound in any game I've ever seen.
As for implementation in PR, trust the devs. They care about these details too. But don't expect a movie, PR has never been about giving the Hollywood feeling, it's about giving the realistic depiction as best as is possible with the engine at hand.
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WarEagle751
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Re: Ask the [Dev]s a (?)
That is all I ever wanted is the most realistic and accurate sounds for this game. I just believe they could improve the A10 a bit. Everything else I'm satisfied with.
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Wheres_my_chili
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Re: Ask the [Dev]s a (?)
Do you have a rough idea of when Normandy and the Falklands are going to be re included, or is it just "when its done"?
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AfterDune
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Re: Ask the [Dev]s a (?)
Don't know about the Falklands, but regarding Normandy:
Basically "when it's done". When 1.0 is actually released, we'll need to PR 1.0-ify all the weapons, vehicles, etc. So that'll take some time I suppose. Then there's a whole bunch of features we want to improve or add, same goes for levels that are in the making.
So all in all it will take some time I guess. But I don't know when it'll be ready.
Basically "when it's done". When 1.0 is actually released, we'll need to PR 1.0-ify all the weapons, vehicles, etc. So that'll take some time I suppose. Then there's a whole bunch of features we want to improve or add, same goes for levels that are in the making.
So all in all it will take some time I guess. But I don't know when it'll be ready.

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Rhino
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Re: Ask the [Dev]s a (?)
Wheres_my_chili wrote:Do you have a rough idea of when Normandy and the Falklands are going to be re included, or is it just "when its done"?
Ye pretty much what AD said, although in terms of "1.0-ify" for PR:F there isn't that much to do since things like deviation setups etc where trailed in the orignal PR:F release and its mostly brining the things fully up to date, but the main time will be spent going 100% though everything and checking it over to ensure nothing has been missed.[R-DEV]AfterDune wrote:Don't know about the Falklands, but regarding Normandy:
Basically "when it's done". When 1.0 is actually released, we'll need to PR 1.0-ify all the weapons, vehicles, etc. So that'll take some time I suppose. Then there's a whole bunch of features we want to improve or add, same goes for levels that are in the making.
So all in all it will take some time I guess. But I don't know when it'll be ready.
I'm mainly hoping however that some of the new content will be ready for it, mainly the new L4A4 Bren and FM FAP LMGs but also lots of other upcoming stuff like the Tigercat SAM, + lots of other stuff that's in the works and stuff that's still open for people to grab
https://www.realitymod.com/forum/f388-p ... tasks.html
I can't really say when PR:F will get integrated as it depends on a lot of factors, but hopefully "soon"
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gipakok
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Re: Ask the [Dev]s a (?)
Is there any chance to see anything for the IDF in the next content update?
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Rhino
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Re: Ask the [Dev]s a (?)
All new content is listed here: https://www.realitymod.com/forum/f196-p ... -list.htmlgipakok wrote:Is there any chance to see anything for the IDF in the next content update?
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keji#
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Re: Ask the [Dev]s a (?)
I hope I'm allowed to ask about 1.0 in here, lol. Anyways, I played the beta and definitely noticed a change in deviation and how the weapon's handled, but could a dev explain the new deviation system to me in contrast with the one we have now (in .98 )?
EDIT: Also, can we just use the launcher for the 1.0 beta to patch up to the 1.0 full or not?
EDIT: Also, can we just use the launcher for the 1.0 beta to patch up to the 1.0 full or not?
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AncientMan
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Re: Ask the [Dev]s a (?)
Nopekeji# wrote:EDIT: Also, can we just use the launcher for the 1.0 beta to patch up to the 1.0 full or not?

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hobbnob
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AncientMan
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AnA10Warthog
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Re: Ask the [Dev]s a (?)
How bored do you get of people asking about 1.0?
"There's no way it's 3:30, oh wait, that's not my clock, that's my altimeter."-Happy, DCS World
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ComedyInK
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Re: Ask the [Dev]s a (?)
Are there any Dev's going to be steaming for those currently less fortunate?
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Rudd
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Re: Ask the [Dev]s a (?)
I imagine several team members will like Jafar.ComedyInK wrote:Are there any Dev's going to be steaming for those currently less fortunate?




