Bullet Sound Effects

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Janush Rambowski
Posts: 33
Joined: 2007-07-02 17:26

Bullet Sound Effects

Post by Janush Rambowski »

There needs to be a LOT more different Bullet Sound Effects than are currently in Project Reality when considering the many possiblities of distances, angles, and environments.

Here are some of the variations for Bullet Sound Effects that would be good additions for PR Mod:

very close passing bullet shot directly at you from close distance =
snapping sound like snapping fingers but louder & sharper;
the current pr mod sound would be better used as an effect for hitting soft/ loose objects like gravel or wood; the sound effect also needs a more percussive POP like snapping fingers

passing bullet NOT shot directly at you from close distance = snapping pop (slightly less snap, slightly more pop) with hissing sound

passing bullet shot directly at you from intermediate distance = less snap, more pop with slight whiz that fades quickly

passing bullet NOT shot directly at you from intermediate distance = less snap, more pop with more faint, but longer lasting whiz & hissing sound that fades out; it also has a very, very slight fade-in

passing bullet shot directly at you from far distance = whiz that starts abruptly with a soft percussive quality to it; it has a springy, buzzing sound to it that fades out quickly

passing bullet NOT shot directly at you from a far distance = a mosquito-like whizzing that fades in & fades out with some hissing; the fade-in & fade-out are relatively longer & more gradual; it also has a vibrating/ buzzing sound as it spins & tears through the air at slower speed

very distant bullets = you don't hear, [maybe a very, very faint hiss], OR, if a little bit closer, it will have a very quiet/ faint protracted whining sound that will fade in & fade out gradually; the volume of the whining sound still depends on the distance but if the bullet is whining, then it is shot from such a distance & oblique angle that would indicate that it was shot with no intention of being at you and is no threat to you or your position

*NOTE: the farther the bullet is OR the farther away the bullet is shot, the longer it will take for the buzzing, whizzing, & hissing to lower in pitch; think doppler effect - a truck passing on the freeway is a good example - if you're standing close to the road, it will fade in & fade out quickly and the pitch will rise & fall quickly; if you're standing far from the road, then the sound will fade in & fade out slowly and the pitch will rise & fall slowly

my guesstimate for the range of all these sound effects would be for bullets passing within about 100 meters



sound of bullet hitting flesh = loud slap; the closer the shot fired, the louder the slap

sound of bullet hitting chest = loud thump; the closer the shot fired, the louder the thump

also consider the materials worn on the part of the body that's hit (as well as what part of the body that's hit), i.e., consider the sound effects for the different hit-boxes, e.g., body armor vs. back pack, arm vs. leg, upper-leg thigh vs. lower-leg boot, helmet vs. face, padding vs. no padding, etc...
Smegburt_funkledink
Posts: 4080
Joined: 2007-11-29 00:29

Re: Bullet Sound Effects

Post by Smegburt_funkledink »

Sounds like you have a lot of work to do then... lol

I'm not sure how possible some of those things are with the BF2 engine but I'm impressed by what the sound team have done so far.

Have you been shot at IRL?
[R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!"
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