Implementing Sound Delay
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coolhand
- Posts: 387
- Joined: 2006-05-23 18:50
Implementing Sound Delay
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.
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.

The only time you have too much fuel is when you're on fire.
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101 bassdrive
- Posts: 514
- Joined: 2007-02-20 15:04
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
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
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El_Vikingo
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101 bassdrive
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DrMcCleod
- Posts: 366
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'[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.
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El_Vikingo
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AnRK
- Posts: 2136
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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.
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.
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DrMcCleod
- Posts: 366
- Joined: 2007-01-11 11:26
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.
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AnRK
- Posts: 2136
- Joined: 2007-03-27 14:17
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.
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.
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El_Vikingo
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coolhand
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[3rd]Sonders
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Hohum
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El_Vikingo
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MisterX
- Posts: 61
- Joined: 2006-11-11 19:42
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!
Settings: X-Fi / Ultra High
Edit: ok, El_Vikingo posted it earlier
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!
Settings: X-Fi / Ultra High
Edit: ok, El_Vikingo posted it earlier


