Distant sounds

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Maverick89
Posts: 44
Joined: 2006-11-19 08:41

Distant sounds

Post by Maverick89 »

Rather then just having sounds that can be hard from further is it possible to have distant sounds with the bf2 engine? Like DC for eg when you fired arty at a distance it created a different sound then from close range it was more of a thump... gives the game a good atmosphere. Also Day Of Defeat Source has great distant sounds for the weapons.

Does anyone kow what i'm talking about?
sofad
Retired PR Developer
Posts: 1811
Joined: 2005-12-19 10:38

Post by sofad »

sure, knowing what you mean..

the engine damps the sounds on distance, but not enough imho.
but, you guess it, its hardcoded. :(

if i could increase the damping, then i could use bigger distance radii and we had better ambient sounds, but with that small amount of damping ppl would wonder whos shooting next to them if i would increase the soundradius...
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coolhand
Posts: 387
Joined: 2006-05-23 18:50

Post by coolhand »

Yea.. you know what game has sweet 'sound muffling' engine? Company of Heroes. If you ever use your Howitzers in that game, point the camera to it and then scroll off the map. You will notice that as you get farther, the sound gets muffled extremly realistically. Almost as if you were hearing a big explosion off the distance.
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The only time you have too much fuel is when you're on fire.
$kelet0r
Posts: 1418
Joined: 2006-11-15 20:04

Post by $kelet0r »

It is something lacking in PRM - the lack of ambient/environmental sound
hope that you guys find a work around because it is quite important
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

problem is the bigger the radius the sound will probably also effect performance quite abit for the client when in a 64 man server, having jets and choppers flying over, in the heat of a battle with some tanks, troops, jeeps etc with guns going off all around you, only good sound cards could cope hehe.
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huleboeren
Posts: 559
Joined: 2006-07-07 15:46

Post by huleboeren »

Skeletor, have you tried ghost train? The thundering is friggin awesome! :o
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

huleboeren wrote:Skeletor, have you tried ghost train? The thundering is friggin awesome! :o
ye me and sofad did lots of work on the ambient sounds for OGT, main map where i did start doing sounds. There was a fecking load of sound triggers on it by the end i can tell you hehe.

but the thunder is 2D sound unfortintly, if we made it into 3d sound then for some reason, the sound would come from the very center of the map and we couldn't move the position of it.... :roll:
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Maverick89
Posts: 44
Joined: 2006-11-19 08:41

Post by Maverick89 »

Yer i know it would make it tough on most systems but you don't have to muffle every sound... just Jet's engines, helicopter engines and large explosions..

Bombs dropped from planes
AT Missiles
Arty
50.cal

All other weapons shouldnt have such large radius.
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