Implementing Sound Delay

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coolhand
Posts: 387
Joined: 2006-05-23 18:50

Implementing Sound Delay

Post by coolhand »

Hey Devs, would it be possible to increase sound delays on more distant shots? It seems that each time I see an enemy vehicle killed 300m from me, the explosion and the sound is instant. I understand 300m in not very far in real life, but in game it's quite a distance in terms of visual, in-game scale.

At 300m, I think it'd be cool to hear the weapons sounds, like .50 cals or tank cannons be muffled, as well as being slightly delayed after firing. I think it'll just give a sense of distance, even power from the weapons.

I think it does this to the effect of the sniper rifle already. But I'm not sure. Also, sometimes when I'm getting shot at by an APC, I can never hear his 'pop pop pop' sound; unless he is like 30m- from me. We should be able to hear those guns over 100m, but also muffled; to help the targets guestimate their range and position.
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saxojon
Posts: 66
Joined: 2007-02-26 16:01

Post by saxojon »

Something tells me that this = not possible. But hey who knows.
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Rhino
Retired PR Developer
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Post by Rhino »

would really need quite an advanced sound engine (and probaly sound card to go with it) to do that kinda stuff i would have thought. maybe BF2 can do it i dunno...
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101 bassdrive
Posts: 514
Joined: 2007-02-20 15:04

Post by 101 bassdrive »

talkin bout sound fx... supersonic booms for jets would be freakin awesome!

but maybe closer to the topic, its actually kinda hard to orientate yourself from the sounds atm. for example on muttra when I sit in the construct AA and the LBs move in for market I strangely enough hear the heloengine the loudest when I look towards southwest into the building. which is exactly the opposite direction!
dunno but somehow gettin closer to the counterstrike standard would be nice. I really liked the exact soundorientation you get there, which together with a good mapknowledge lets you know exactly where the enemy is before seeing him
El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

Change your sound settings to software.
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101 bassdrive
Posts: 514
Joined: 2007-02-20 15:04

Post by 101 bassdrive »

uhm, if that takes care of the soundorientation problem id have to say sorry for my rather needless suggestion. gonna start PR right now nd check it out ;)
thx in advance
DrMcCleod
Posts: 366
Joined: 2007-01-11 11:26

Post by DrMcCleod »

'[R-DEV wrote:Rhino']would really need quite an advanced sound engine (and probaly sound card to go with it) to do that kinda stuff i would have thought. maybe BF2 can do it i dunno...

I would be suprised if Creative soundcards couldn't do this at the moment, they have a shit load of onboard environment processing capabilities.
El_Vikingo
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Joined: 2006-11-27 01:50

Post by El_Vikingo »

BF2 has EAX 5, plus surround and shit, but maybe it cant be modded.
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AnRK
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Post by AnRK »

300m is quite alot in soun terms to be honest. If you go to an outdoor music festival and look at the stage from not even that you see drummers hitting things before you hear sounds and they have to put delay on the outfield speaker systems so the sound doesnt arrive in 2 waves. So 300m is a fair bit.

I think there is a degree of what you've mentioned in the game already, such as distant sounding arty and stuff, but it's not very comprehensive.

The only problem with something like this is it would have to be a pretty complex system to be carried out properly. Day of Defeat, for example, integrated something like this in the Source version and it sounds terrible, if you get shot from anything further then 25metres away then they add an epic reverb effect to the sound and you might as well be getting shot from a mlie away. If it's done well, i dunno how you go about programming anything nevermind sound, I'd be up for it, but I think it'll sound **** if you have some similar system to DoD where sound has loads of reverb+delay or none.
DrMcCleod
Posts: 366
Joined: 2007-01-11 11:26

Post by DrMcCleod »

AnRK wrote:300m is quite alot in soun terms to be honest. If you go to an outdoor music festival and look at the stage from not even that you see drummers hitting things before you hear sounds and they have to put delay on the outfield speaker systems so the sound doesnt arrive in 2 waves. So 300m is a fair bit.

Speed of sound in air at 20 celsius is ~ 344m/s. So 300m is less then a seconds worth of delay.
As a not entirely unrelated example, consider the Sound Shadow...

http://www.kettering.edu/~drussell/Demo ... fract.html

No point adding this to PR, but it is pretty cool, and was first documented during the battles of the American Civil War. The sound of the cannon could be heard from miles away, but as spectators (no kidding) approached the battlefields, they encountered zones where they could see the battle, but not hear it. Must have been a fricken weird experience.
Clypp
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Joined: 2006-07-17 18:36

Post by Clypp »

Such a delay effect would be awesome. I don't think I have ever played a game with this. Anyone know if Crysis will have sound delay?
AnRK
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Joined: 2007-03-27 14:17

Post by AnRK »

Less then a second of delay can still sound like alot when you compare it to the visuals though.

Getting that level of ambient detail would be very cool, could do some really sweet stealthy manouevers taking advantage of stuff like that. Doubt the engine would hack it though unfortunately. might be good when PR finds another engine to hijack at some point in the future though.
El_Vikingo
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Joined: 2006-11-27 01:50

Post by El_Vikingo »

I don't know really if it would be a good idea, since it sounds really shit on ARMA. Ingmae it feels like your PC has FPS problems or something like that.
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AnRK
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Post by AnRK »

It seeming like you have FPS problems is the entire point of it though. I am very sceptical of the whole thing from what I've seen in DoD like I said before, would take a hell of a lot of work to do properly and most likely won't work with BF2.
coolhand
Posts: 387
Joined: 2006-05-23 18:50

Post by coolhand »

I brought this up because a couple of nights ago and I played some FH. I was in a tiger tank and I took out a T34 Wayyyy in the distance and saw him explode - but no sound, except a second later when I heard the muffled 'kkktttooooom!'. :)
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[3rd]Sonders
Posts: 168
Joined: 2006-04-10 01:14

Post by [3rd]Sonders »

a mod has already done this. i dont remember the name tho :-(
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Hohum
Posts: 12
Joined: 2006-09-16 19:41

Post by Hohum »

'[R-DEV wrote:Rhino']would really need quite an advanced sound engine (and probaly sound card to go with it) to do that kinda stuff i would have thought. maybe BF2 can do it i dunno...

Operation Flashpoint had realistic sound delays back in 2001 with standard sound cards.
El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

Sound Delays have already been implemented ingame for 0.6.
There really good on, so I disagree with my statment above!

Atleast on my version.
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krekc
Posts: 281
Joined: 2007-02-23 15:28

Post by krekc »

Yeah I agree! .607 the sound is amazing, especially when you bow shit up and watch from distance, wicked.
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MisterX
Posts: 61
Joined: 2006-11-11 19:42

Post by MisterX »

mhhh i wonder why nobody here hears a delay...?

I play 607 and i have high delays when firing over great distances. Specialy as tank-gunner.

I shot, see the hit-flash - and after about 0,5-1 second i hear the hit/explosion. Same goes for rpgs and c4-explosions for example.

It´s awesome!

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Edit: ok, El_Vikingo posted it earlier ;)
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