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Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-05 15:03
by ma21212
[R-DEV]-=anders=- wrote:Yes I have a great set of real weaponrecordings. Many of the vehicles have their real sounds. Others I had to listen to sources and study what types of engines they have. It's not gonna be any youtube recording sounds. So I have to take the experience I have from listening to real life weapons and also make that go hand in hand with the refractor2 engine. No game can simulate the sounds as they appear irl, period. It takes alot of love in the soundediting programs to get the best results. Im aiming for a balance between realism and gameplay.
Where did the current sounds come from in PR?

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-05 16:01
by -=anders=-
hobbnob wrote:Anders, will the sounds in the soundmod be integrated into PR with 1.0 or will they stay as a separate addon?
They Will be integrated.

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-05 16:37
by hobbnob
[R-DEV]-=anders=- wrote:They Will be integrated.
In that case this is pretty much the biggest change to PR I've ever seen, a complete rework of the sounds as part of PR to such high quality standards is incredible, thanks anders for doing such an awesome job :D

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-05 16:58
by Arnoldio
hobbnob wrote:In that case this is pretty much the biggest change to PR I've ever seen, a complete rework of the sounds as part of PR to such high quality standards is incredible, thanks anders for doing such an awesome job :D
It really is truly amazing. Im an not an audiophile, but sound makes 50% of the show. Reason i didnt download any of the current SM versions is because i want the full package, the full boom in 1.0. If i downloaded before, it would be like listening to a movie, then going to the theatre to see it in video aswell. :D

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-05 18:14
by BloodyDeed
And this isn't a simple integration. Anders reworked a lot of the sounds, even the ones already included in the soundmod. We gathered a lot of feedback how they should sound in real life and they are getting implemented as realistic as possible.

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-05 18:26
by Spush
Yeah, he more or less integrated the sound mod, then from there reworked well all of them.

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-05 18:41
by AfterDune
It's like... he soundmodded the soundmod :p .

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-05 19:38
by Mineral
I can only imagine what Anders his skills can do together with the assistance of the Dev's MA's and other feedback.

I get super geeky just thinking about it :D

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-05 23:04
by -=anders=-
hahaha, that was a bunch of kind words. remember thought it wouldnt be that good without the rest of the team's skills. :)

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-12 00:44
by CopyCat
Oh you're so modest Anders...

Image
(I'm not talking about myself)

Anyway, great addition indeed - hopefully one that will go into PR history of course as any other major parts and contribution in this game :D Fun and good read :)

/CC

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-12 03:05
by xambone
I remember when AAV came out and the Beast rolled down muttrah I was like WTF IS THAT NOISE?

I'm looking forward to figuring out new sounds in game.

P.S. Can you give a new shovel noise when digging. I would prefer a woman making "feel good noises" but considering anything is better than the sound of sand scratching against glass as is the current sound, i'd be up for anything.

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-12 13:43
by CopyCat
Or you just get 2nd monitor and watch porn or a lapdance while shoveling...

Sorry for offtopic.

Back to topic

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-13 09:12
by Arnoldio
CopyCat wrote:Or you just get 2nd monitor and watch porn or a lapdance while shoveling...

Sorry for offtopic.

Back to topic
If you do that, things should go up pretty fast.

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-14 05:45
by Arab
Arnoldio wrote:If you do that, things should go up pretty fast.
Oh I see what you did there.

Only disadvantages of the sound-mod is the horrible U.S. Army Voice-replacement and the sand-sounding shovelling. Harsh Criticism, but it's needed.

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-14 05:46
by Arab
Awesome Stuff! :O

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-18 22:54
by lucky.BOY
You can revert back to old english voicovers, without disabling the soundmod itself. It requires deleting some file somewhere, anders posted about how to get rid of them:

https://www.realitymod.com/forum/f388-p ... ost1781640

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-18 23:18
by 40mmrain
some of the BFBC2 voices are quite nice, though.

Re: Interview [R-DEV]-=anders=-

Posted: 2012-10-20 11:11
by Arab
Thanks Lucky. I love though that someone who is a sound-maker who is dedicated and awesome enough to spend money and find sound files sourced from real fired weapons, and actually put all the time to put it into the game! And he was passionate enough to provide his own voices for the American Factions!

Pretty awesome, and I'm glad that I could remove the voices as I hate Bad Company 2's voices (I think it's a shitfest of a game - and that's coming from a 45 ranked player) and his voice acting is OK in some areas, horrible in others. But nice try ;)

Actually, regarding the sound of the shovel, it could be my experience was because I have the sound set to low. But anyone could shovel dirt and record the sound. I could find a free source for the shovelling sound.

Edit: I just found French Forces Voice-covers! I don't know if it's mentioned before