[Sounds] M9 preview + info on more sound work

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Nightfall
Posts: 7
Joined: 2017-06-28 01:02

Re: [Sounds] M9 preview + info on more sound work

Post by Nightfall »

Greetings all! I know it's been a while, and that's a direct result of IRL stuff taking up basically all of my free time between work and family. That being said, I have used whatever free time I do have to carefully work on as many PR sounds as possible. So with that, I'm going to lay out the main points on the to do list that have been finished or close to it. I will then have a video link to showcase some of the WIP audio. Let's get to it.

Completed

-M240B firing sound (first person). For this I was advised by a friend who has been deployed multiple times to Afghanistan and Iraq as an M240 gunner and was involved in many direct combat situations. If anyone has the knowledge and experience required to ensure a very realistic M240 firing sound is produced, it's him.

-M4/M16 weapons systems firing sounds (first person). Again, working with several people who have lots of experience firing AR15 style military weapons, myself included. There are three variants of this. In the video link provided, they are all the files listed as NATO_STANDARD.

-Browning M2 .50 caliber machinegun (first person). There are two variants of this sound. I am probably going to use them both, with one being first person, the other being 3rd person (close), and a third will be made for distant 3rd person audio.

-M249 SAW (First person) is almost finished. It will be similar to the AR15 platform firing sounds, however there will be noticeable differences. Same caliber, but differences in bolt, receiver etc design will affect how it sounds compared to say an M16A4.

- M134 minigun, Huey and Blackhawk mounted, first person. This is still a work in progress, but you will hear an example in the video.

- RPG and artillery/area attack sounds are being completely redone. Yes, they sound okay, but they don't sound realistic. Having an RPG round zip past your head or impact next to you in real life is many times shock inducing. It is EXTREMELY loud, and the rocket motor in an RPG round is much louder than the little cylinders you stick inside a model rocket. Expect more "that was close!" remarks from squad members. For area attacks, expect things to be more traumatic, violent, sudden, and intense.

- All Huey helicopter variants: interior startup and in-flight sounds, full re-design. You can hear the main bulk of this sound loop in the video link. These were provided to me courtesy of Mike Durham and huey.co.uk via a single UH1N flight in the UK.

-Fighter jet sounds, especially distant fighter jet ambiance: partly completed, but there is still work to be done for these. Complete sound overhaul for fighter aircraft, both interior and close + distant exterior. When a fighter jet is attacking anything in the area, you will know. Everyone will know. People will be making comments, and people will be running for cover. If you've been to an air show or have been in combat while receiving air support, this one is for you. These sounds were recorded at close proximity to low flying fighter aircraft performing dozens of different approaches and maneuvers at various engine power settings.

To do:

-Next will be the AK firearm variants, and after that it's whatever I can complete first in whatever order seems most logical. The goal here is to replace every or almost every sound in PR (except for the ones that were recorded properly and realistically), and do a rework on adjusting audio levels of all the sounds relative to each other to be much more realistic.

- At some point I will be re-designing the MK12 SPR suppressed firing sounds. I had my suspicions that it didn't sound right initially, as I've heard several suppressed firearms being fired in person in 5.56... but this was confirmed when my friend, a sniper trained on multiple systems, informed me that the sound is very different in real life. The decision to correct this was made when I noticed a pretty large number of people in-game commenting on it, as there are lots of people apparently who have heard the rifle fire in real life and don't like how it sounds. At the moment it sounds like a rifle chambered lower than .223 or 5.56 firing subsonic ammunition.

"Maybe" stuff: There is a small chance I have figured out a loophole in the way Refractor 2 engine handles sound triggers which will enable me to program a realistic sonic boom when a fighter jet approaches at a certain speed at a specific angle relative to a location. If this works, it will be set up so you aren't hearing sonic booms every 12 seconds, because that would be annoying and unrealistic. This will be adjusted to happen once in a while. You hear a sonic boom in the distance, and everyone knows that somewhere, out there, there is a 35,000 lb fighter jet roaring at mach 1 toward something. Sonic booms sound cool (I heard one in real life before at an airshow- pilot made an error :P ), but the main reason I want to implement this is to create a sense of urgency. Imagine hearing over squad comms on Kashan that your team is getting its *** kicked in the middle of the map. You and everyone else outside map center start rushing there to help friendlies, and you hear the distinct BUHBOOM overhead of a friendly fighter heading to give air support. Let's hope this can be made to work!

Alright guys. That's all I have for now. I'll keep ya'll posted as new things are changed/updated/added and planned. I'll be sure to respond to all messages in here as soon as possible. Cheers!
Last edited by Nightfall on 2018-04-02 01:40, edited 7 times in total.
mries
Posts: 475
Joined: 2013-06-30 16:16

Re: [Sounds] M9 preview + info on more sound work

Post by mries »

Sweeeeeeet
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PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: [Sounds] M9 preview + info on more sound work

Post by PatrickLA_CA »

Some sound changes would be very refreshing to have now in PR. Good luck with your project!
In-game: Cobra-PR
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Mats391
PR:BF2 Lead Developer
Posts: 7643
Joined: 2010-08-06 18:06

Re: [Sounds] M9 preview + info on more sound work

Post by Mats391 »

Sounds nice!
For the huey start-up I think it is a bit too long. Iirc choppers in PR need around 30s to fully warm up.
Do you have these sounds on github or something already? Would make it easy for anyone to check the sounds and give feedback :)
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FlyingR
Posts: 311
Joined: 2014-08-05 22:42

Re: [Sounds] M9 preview + info on more sound work

Post by FlyingR »

Man this is amazing! Well done!
agus92
Posts: 280
Joined: 2016-01-03 11:11

Re: [Sounds] M9 preview + info on more sound work

Post by agus92 »

Incredible work! Sounds really good!
DogACTUAL
Posts: 879
Joined: 2016-05-21 01:13

Re: [Sounds] M9 preview + info on more sound work

Post by DogACTUAL »

Ayyyyyyy that's nice. Not sure though if any jets in PR can really go mach 1< at low enough altitudes where ground troops could actually hear them.
ploxdead
Posts: 48
Joined: 2015-12-12 00:57

Re: [Sounds] M9 preview + info on more sound work

Post by ploxdead »

I am a fan.
solidfire93
Posts: 491
Joined: 2015-06-26 14:21

Re: [Sounds] M9 preview + info on more sound work

Post by solidfire93 »

great work, keep it up.
lakinen
Posts: 215
Joined: 2016-12-03 15:24

Re: [Sounds] M9 preview + info on more sound work

Post by lakinen »

Gaz -Tiger Sound
https://drive.google.com/open?id=1s-36m6Nt6s6IerNDmsu3S710dORRpEgq


I already posted this post, but I see they have not changed in the game. So I hope you can use it. 100% my sound. Made in Sound forge pro 11.mono.
My advice is if you want to do this seriously, on Youtube you have an inexhaustible source of the right sounds of weapons, vehicles ... As I have noticed for PR vehicles, mono sound is used (probably due to the size of the file)

Keep it up,good luck
Arab
PR:BF2 Developer
Posts: 2898
Joined: 2012-05-18 03:37

Re: [Sounds] M9 preview + info on more sound work

Post by Arab »

lakinen wrote:Gaz -Tiger Sound
https://drive.google.com/open?id=1s-36m6Nt6s6IerNDmsu3S710dORRpEgq


I already posted this post, but I see they have not changed in the game. So I hope you can use it. 100% my sound. Made in Sound forge pro 11.mono.
My advice is if you want to do this seriously, on Youtube you have an inexhaustible source of the right sounds of weapons, vehicles ... As I have noticed for PR vehicles, mono sound is used (probably due to the size of the file)

Keep it up,good luck
Nice work! :D We are aware of it, thanks for the hard work.
It just requires time as it doesn't have the main loopable part in the sound like the idle engine sound, so it'll need to be mixed with our existing engine sounds with loop points so it sounds ok.

It'll be worked on in due time.
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lakinen
Posts: 215
Joined: 2016-12-03 15:24

Re: [Sounds] M9 preview + info on more sound work

Post by lakinen »

Gaz-Tiger sounds now Updated with loop (idle) points,tested in game

https://drive.google.com/open?id=1rZMIRcmG_Pl1gyjU31qnEkUOAvz7iLjh
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WeeGeez
Posts: 842
Joined: 2007-10-08 21:30

Re: [Sounds] M9 preview + info on more sound work

Post by WeeGeez »

@nighthawk
Make sure all sounds are done at 48khz otherwise they will get resampled on the fly as PR is live. The reason I advise this is because when mumble is also running (most times), windows will automatically resample PR sounds (if 44.1) to 48k, the fact that EAX 2.0 is on by default now means a potential of 32 sounds, worse case, are resampling simultaneously - on systems without dedicated card, this taxes the CPU and is something I've highlighted/ advised the devs about and that anyone working on sound should be aware of. I believe its being addressed.

Xfi cards resample to 48khz internal too, therefore 48k should be viewed as best practice for PR. (contrast to DICE who made BF2 sounds 44.1, very silly).

As for feedback on gun sounds, your Glock internal sound needs work, hopefully this is W.I.P cuz currently its not as good as others you did (makarov is ok). :)

I also would suggest not 'edit' original sounds too much, there comes a point too many edits can make it sound worse (digital sound). I do agree some sounds need replaced entirely (but not reworked). I guess this is a question of having time/equipment for the field recordings. In any case I would recommend Sound Devices 702T for that purpose for reasons I can elaborate should anyone be interested.

And finally, see this video that demonstrates the PKM sound before it was needlessly changed for some reason in v1.0 to sound worse (current state). Can we all agree that rattling sounds much more real than the current PKM?

https://youtu.be/8or2OvL6qCM?list=PLO1O ... H4fc&t=263

(link starts video at correct time).


That version of PKM sound $^£$s all over the one currently in use. The devs should definately consider grabbing the file from 0.98 archive.
Last edited by WeeGeez on 2018-06-24 19:50, edited 18 times in total.
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