Re: [Sounds] M9 preview + info on more sound work
Posted: 2018-04-02 00:56
Greetings all! I know it's been a while, and that's a direct result of IRL stuff taking up basically all of my free time between work and family. That being said, I have used whatever free time I do have to carefully work on as many PR sounds as possible. So with that, I'm going to lay out the main points on the to do list that have been finished or close to it. I will then have a video link to showcase some of the WIP audio. Let's get to it.
Completed
-M240B firing sound (first person). For this I was advised by a friend who has been deployed multiple times to Afghanistan and Iraq as an M240 gunner and was involved in many direct combat situations. If anyone has the knowledge and experience required to ensure a very realistic M240 firing sound is produced, it's him.
-M4/M16 weapons systems firing sounds (first person). Again, working with several people who have lots of experience firing AR15 style military weapons, myself included. There are three variants of this. In the video link provided, they are all the files listed as NATO_STANDARD.
-Browning M2 .50 caliber machinegun (first person). There are two variants of this sound. I am probably going to use them both, with one being first person, the other being 3rd person (close), and a third will be made for distant 3rd person audio.
-M249 SAW (First person) is almost finished. It will be similar to the AR15 platform firing sounds, however there will be noticeable differences. Same caliber, but differences in bolt, receiver etc design will affect how it sounds compared to say an M16A4.
- M134 minigun, Huey and Blackhawk mounted, first person. This is still a work in progress, but you will hear an example in the video.
- RPG and artillery/area attack sounds are being completely redone. Yes, they sound okay, but they don't sound realistic. Having an RPG round zip past your head or impact next to you in real life is many times shock inducing. It is EXTREMELY loud, and the rocket motor in an RPG round is much louder than the little cylinders you stick inside a model rocket. Expect more "that was close!" remarks from squad members. For area attacks, expect things to be more traumatic, violent, sudden, and intense.
- All Huey helicopter variants: interior startup and in-flight sounds, full re-design. You can hear the main bulk of this sound loop in the video link. These were provided to me courtesy of Mike Durham and huey.co.uk via a single UH1N flight in the UK.
-Fighter jet sounds, especially distant fighter jet ambiance: partly completed, but there is still work to be done for these. Complete sound overhaul for fighter aircraft, both interior and close + distant exterior. When a fighter jet is attacking anything in the area, you will know. Everyone will know. People will be making comments, and people will be running for cover. If you've been to an air show or have been in combat while receiving air support, this one is for you. These sounds were recorded at close proximity to low flying fighter aircraft performing dozens of different approaches and maneuvers at various engine power settings.
To do:
-Next will be the AK firearm variants, and after that it's whatever I can complete first in whatever order seems most logical. The goal here is to replace every or almost every sound in PR (except for the ones that were recorded properly and realistically), and do a rework on adjusting audio levels of all the sounds relative to each other to be much more realistic.
- At some point I will be re-designing the MK12 SPR suppressed firing sounds. I had my suspicions that it didn't sound right initially, as I've heard several suppressed firearms being fired in person in 5.56... but this was confirmed when my friend, a sniper trained on multiple systems, informed me that the sound is very different in real life. The decision to correct this was made when I noticed a pretty large number of people in-game commenting on it, as there are lots of people apparently who have heard the rifle fire in real life and don't like how it sounds. At the moment it sounds like a rifle chambered lower than .223 or 5.56 firing subsonic ammunition.
"Maybe" stuff: There is a small chance I have figured out a loophole in the way Refractor 2 engine handles sound triggers which will enable me to program a realistic sonic boom when a fighter jet approaches at a certain speed at a specific angle relative to a location. If this works, it will be set up so you aren't hearing sonic booms every 12 seconds, because that would be annoying and unrealistic. This will be adjusted to happen once in a while. You hear a sonic boom in the distance, and everyone knows that somewhere, out there, there is a 35,000 lb fighter jet roaring at mach 1 toward something. Sonic booms sound cool (I heard one in real life before at an airshow- pilot made an error
), but the main reason I want to implement this is to create a sense of urgency. Imagine hearing over squad comms on Kashan that your team is getting its *** kicked in the middle of the map. You and everyone else outside map center start rushing there to help friendlies, and you hear the distinct BUHBOOM overhead of a friendly fighter heading to give air support. Let's hope this can be made to work!
Alright guys. That's all I have for now. I'll keep ya'll posted as new things are changed/updated/added and planned. I'll be sure to respond to all messages in here as soon as possible. Cheers!
Completed
-M240B firing sound (first person). For this I was advised by a friend who has been deployed multiple times to Afghanistan and Iraq as an M240 gunner and was involved in many direct combat situations. If anyone has the knowledge and experience required to ensure a very realistic M240 firing sound is produced, it's him.
-M4/M16 weapons systems firing sounds (first person). Again, working with several people who have lots of experience firing AR15 style military weapons, myself included. There are three variants of this. In the video link provided, they are all the files listed as NATO_STANDARD.
-Browning M2 .50 caliber machinegun (first person). There are two variants of this sound. I am probably going to use them both, with one being first person, the other being 3rd person (close), and a third will be made for distant 3rd person audio.
-M249 SAW (First person) is almost finished. It will be similar to the AR15 platform firing sounds, however there will be noticeable differences. Same caliber, but differences in bolt, receiver etc design will affect how it sounds compared to say an M16A4.
- M134 minigun, Huey and Blackhawk mounted, first person. This is still a work in progress, but you will hear an example in the video.
- RPG and artillery/area attack sounds are being completely redone. Yes, they sound okay, but they don't sound realistic. Having an RPG round zip past your head or impact next to you in real life is many times shock inducing. It is EXTREMELY loud, and the rocket motor in an RPG round is much louder than the little cylinders you stick inside a model rocket. Expect more "that was close!" remarks from squad members. For area attacks, expect things to be more traumatic, violent, sudden, and intense.
- All Huey helicopter variants: interior startup and in-flight sounds, full re-design. You can hear the main bulk of this sound loop in the video link. These were provided to me courtesy of Mike Durham and huey.co.uk via a single UH1N flight in the UK.
-Fighter jet sounds, especially distant fighter jet ambiance: partly completed, but there is still work to be done for these. Complete sound overhaul for fighter aircraft, both interior and close + distant exterior. When a fighter jet is attacking anything in the area, you will know. Everyone will know. People will be making comments, and people will be running for cover. If you've been to an air show or have been in combat while receiving air support, this one is for you. These sounds were recorded at close proximity to low flying fighter aircraft performing dozens of different approaches and maneuvers at various engine power settings.
To do:
-Next will be the AK firearm variants, and after that it's whatever I can complete first in whatever order seems most logical. The goal here is to replace every or almost every sound in PR (except for the ones that were recorded properly and realistically), and do a rework on adjusting audio levels of all the sounds relative to each other to be much more realistic.
- At some point I will be re-designing the MK12 SPR suppressed firing sounds. I had my suspicions that it didn't sound right initially, as I've heard several suppressed firearms being fired in person in 5.56... but this was confirmed when my friend, a sniper trained on multiple systems, informed me that the sound is very different in real life. The decision to correct this was made when I noticed a pretty large number of people in-game commenting on it, as there are lots of people apparently who have heard the rifle fire in real life and don't like how it sounds. At the moment it sounds like a rifle chambered lower than .223 or 5.56 firing subsonic ammunition.
"Maybe" stuff: There is a small chance I have figured out a loophole in the way Refractor 2 engine handles sound triggers which will enable me to program a realistic sonic boom when a fighter jet approaches at a certain speed at a specific angle relative to a location. If this works, it will be set up so you aren't hearing sonic booms every 12 seconds, because that would be annoying and unrealistic. This will be adjusted to happen once in a while. You hear a sonic boom in the distance, and everyone knows that somewhere, out there, there is a 35,000 lb fighter jet roaring at mach 1 toward something. Sonic booms sound cool (I heard one in real life before at an airshow- pilot made an error
Alright guys. That's all I have for now. I'll keep ya'll posted as new things are changed/updated/added and planned. I'll be sure to respond to all messages in here as soon as possible. Cheers!