Distant Gun fire effects

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Scarlet_Pimp
Posts: 83
Joined: 2007-02-09 10:56

Distant Gun fire effects

Post by Scarlet_Pimp »

You know when you see the news and they have reporters with the front line troops and you hear the gun fire in the distance. Well can the BF2 engine mimic this effect? The sound effects in the mod are already much improved over vanilla but the addition of this effect for distant gun fire would blow me away and add immensely to the realism.
DoD source is the only game i have played that can do this effect you can hear the sound of every gun shot in the game and it sounds awsome when a machine gun is blazing away a few streets away. DoD source is pretty lame though in every other respect.
Hitperson
Retired PR Developer
Posts: 6733
Joined: 2005-11-08 08:09

Post by Hitperson »

yeah i think we should get an improvment in the distance and volume of 3rd person gun fire sounds
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Sneak Attack
Posts: 574
Joined: 2006-12-31 00:14

Post by Sneak Attack »

if you have a dec sound card you can hear guns pretty far away, but explosions need to be made way louder from far away, artillery going off on the other side of the map should sound like thunder. aka lots of bass
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NavalLord
Posts: 239
Joined: 2007-02-14 17:39

Post by NavalLord »

Some sounds are too loud. Such as the helicopters. When they are starting up on the carrier, I can hear them on the other side of the map at the main base. It's just a constant drone of helicopters and you have no idea how far away they are, because they always sound like they are close to you.
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BLUFOR-N#34H
Posts: 9
Joined: 2007-02-16 00:11

Post by BLUFOR-N#34H »

That's what I miss from vBF2. I loved the distant pops & cracks of small arms fire. Also, is it just me or is the Land Rover machinegun sound horrible? :S
Sneak Attack
Posts: 574
Joined: 2006-12-31 00:14

Post by Sneak Attack »

i dont know why but the helicopter start up sound (little bird only) cracks me up. when it gets to the point where its all resonating and stuff. i just start laughing for no reason. and they really do that too, thats the best part.

well i hope the dont change that because it makes me laugh.
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El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

Ok, just so you guys know, that distant sound you hear is a bug.

I used to be able to hear gun shots from the other side of the map and its not supposed to be like that. If it is ,then personally I think it's ****.

It happened becuase I had the hardware settings for sound "ON" when I didn't have a sound card. After chaning it to software it went back to normal.

Now with a sound card I have it on Hardware and it sounds normal again.
sofad
Retired PR Developer
Posts: 1811
Joined: 2005-12-19 10:38

Post by sofad »

disatance sounds are not that easy in BF2.
the engine seems to use a linear decrease of the volume at distance. in reality you will have a logarithmic scale for volume decrease at distance.

with this linear scale in BF, i cant raise the distance volumes that much, cause you will hear the sounds too loud if you came near the soundsource.

the second thing is, if we have more sounds from distance, the game has to render much more sounds, wich can cause problems on weaker (sound) gear...
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SevenOfDiamonds
Posts: 215
Joined: 2006-06-12 17:26

Post by SevenOfDiamonds »

crazy background war noises would be wicked.
"They can also be used to provide public service messages: stay away from munitions; units are coming through; stay off the streets because the armored vehicles are dangerous.”

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Teek
Posts: 3162
Joined: 2006-12-23 02:45

Post by Teek »

yea, just some more ambient like on street, but better and more realistic
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[TT]engineer
Posts: 74
Joined: 2007-02-12 23:19

Post by [TT]engineer »

What about using the first person sound at 0-150m and make the third person sound a "crack" and play it from 150-500m?
BRedG
Posts: 29
Joined: 2007-02-04 08:47

Post by BRedG »

'[R-DEV wrote:sofad']with this linear scale in BF, i cant raise the distance volumes that much, cause you will hear the sounds too loud if you came near the soundsource.

Perfect for explosions. It'd be even better if they had an assload of bass.

I turn my volume up when I play, I like the loud gunfire at close range. It helps add to the experience.
D.F.A
Posts: 17
Joined: 2006-06-26 03:18

Post by D.F.A »

They've added in radio music, sounds, and birds as such, Why not have the explosion sounds and background sounds in similar format to these. Played at random. Or get the bird sounds, and mix it up a little with the two sounds as one sound file, played in mixed intervals. Although the engine may be a bit limited you can always improvise. As long as it has the desired effect. Could that be done?
Teek
Posts: 3162
Joined: 2006-12-23 02:45

Post by Teek »

It can be done, we have ambient sounds that mappers can add, we just need our sound artist to mix up some good files.
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sofad
Retired PR Developer
Posts: 1811
Joined: 2005-12-19 10:38

Post by sofad »

'[TT wrote:engineer']What about using the first person sound at 0-150m and make the third person sound a "crack" and play it from 150-500m?
not possible with the BF2 soundengine.

you can only define to wich distance you can hear a sound at full volume and how far the distance should be to completely fade out the sound, and this distance fade out is unfortunately at a linear scale...
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KP
Posts: 7863
Joined: 2006-11-04 17:20

Post by KP »

HUEY HELICOPTER PLAYING MUSIC, PLEASE! I want my 'Nam feeling back... :razz:
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FREEGUNNER
Posts: 39
Joined: 2007-02-22 19:25

Post by FREEGUNNER »

I want to hear distant explosions like the ones in this video:http://www.youtube.com/watch?v=rhwDqnF_bSM
I defenetly think the PR team should focus more on sounds you find in war zones, they've done a great job so far with gun fire and bullet smacks but I want to hear bullets wizzing by too.
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