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Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-09 04:44
by rushn
wow very nice job, especially the post explosion effects, I havent seen or in this case heard any other game do it

now someone just needs to make the post explosion effects longer

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-09 04:57
by Chammy
[R-DEV]Spush wrote: But since this whole clean up in the team knocked you off by mistake since you missed the sign in thread, is a mistake really. Don't take it personally, just about all of the developers like your stuff, and we've been talking about it through our private forums. The only really concern that we have is you doing your sound mod on your own, since added you on the rcon team, we wanted to look over a lot of sounds seeing what we can add/replace but I guess we didnt really show you the way. Might of been a misunderstanding on our part as developers to guide you to do what's needed. But overall I and many of the developers love your work. When or If you ever become a RCON and eventually a .......
If I may ask, who is directing the sound department these days? I was an R-CON. :?

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-09 04:58
by Mellanbror
wow very nice job, especially the post explosion effects
Yes agree =)

Question; in the video, was their a difference in sound when player walks in that watery ditch? Should/can it be when wadeing through shallow waters?

Keep it up! =)

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-09 06:54
by -=anders=-
Mellanbror wrote:Yes agree =)

Question; in the video, was their a difference in sound when player walks in that watery ditch? Should/can it be when wadeing through shallow waters?

Keep it up! =)
Yes, but up to map makers. :)

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-09 09:34
by Mellanbror
Ok, thx for reply :)

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-09 12:10
by Tarranauha200
Just want to point out something:
Youtube videos captured without proper audio quipment should NOT be used for reference since gunshots and other louds sounds wont be like the original.

Shooting without protection wont make you instantly lose your hearing. You think they had ear protection in WW2, Korea, Vietnam? Yes there were some damage to the ears but most of them could hear normally after the war.

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-09 13:52
by -=anders=-
Tarranauha200 wrote:Just want to point out something:
Youtube videos captured without proper audio quipment should NOT be used for reference since gunshots and other louds sounds wont be like the original.
You don't say... :-P

Some quality youtubesounds could have a nice "realism" feeling gameplaywise atleast, but that's nothing I'm aiming at with my sounds.

I would go for professional soundrecordings and soundarchives. But still, no equipment out there can capture the soundfrequences that you hear irl close to a gunshots, larger caliber weapons or explosions. There's no such thing. And if it would've worked (I've pointed this out many times already), how fun would it be to destroy your ears with a game? I'm sure noone's playing with my sounds on highest volume in their earphones. How wise would that be?

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-09 14:11
by Spush
-=anders=- wrote:I would go for professional soundrecordings and soundarchives. But still, no equipment out there can capture the soundfrequences that you hear irl close to a gunshots, larger caliber weapons or explosions. There's no such thing. And if it would've worked (I've pointed this out many times already), how fun would it be to destroy your ears with a game? I'm sure noone's playing with my sounds on highest volume in their earphones. How wise would that be?
That's what we're looking for when it comes to PR sounds. Quality. Nice work so far.

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-09 15:17
by sweedensniiperr
also most people don't have the speakers/headset to experience those "hyper realistic" sounds anyway

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-09 21:25
by Mineral
Anders & PRTA present
ANDERS SOUNDMOD
Version 0.4

GAMEPLAY TEASER #3 - KASHAN - CLOSE CALL

more info:sm.prta.co

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-09 21:36
by Daniel
VEEEERY proud of you, Anders!!! :) ;)

EDIT: AAAAaaah, look at THAAAT! Same here! Mineralwater managed to track me into this thread and did same (interrupting my post) here! xD :D :p Nice, man! xD

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-10 04:52
by Mellanbror
And again, NICE!

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-10 07:51
by Daniel
Anders, did you listen to each original PR flyby-sound? Those are about 15, or not?
And did you KEEP all of them in soundmod 0.4? (By "keeping" I mean, if you kept the sound-effect exactly the same, just better quality, other tone, or sth. like that)

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-10 08:17
by -=anders=-
Daniel wrote:Anders, did you listen to each original PR flyby-sound? Those are about 15, or not?
And did you KEEP all of them in soundmod 0.4? (By "keeping" I mean, if you kept the sound-effect exactly the same, just better quality, other tone, or sth. like that)
No, theyre are all changed. I've got 25 flybys for handheld weapons.

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-10 09:15
by Daniel
So you did NOT take over those single general Flyby-sounds? ALL COMPLETELY new? The twirling bullet-fly-by for example gone now? :(

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-10 09:34
by fillsson
I've got to ask: Does this sound mod fix the sound bugs we're having in PR at the moment?

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-10 10:00
by Oskar
fillsson wrote:I've got to ask: Does this sound mod fix the sound bugs we're having in PR at the moment?
You're talking about hearing for example a helicopter when it's not there, that kind of sound bug? No, Anders' Soundmod doesn't fix that.
-=anders=- wrote:Dunno how to solve that.. Maybe some devs knows if there's a fix with the vehiclesounds that "sticks" to a certainplace and stay there.. So no, my mod doesn't get rid of that... I often hear the bug on Al Basrah.

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-10 10:18
by -=anders=-
Daniel wrote:So you did NOT take over those single general Flyby-sounds? ALL COMPLETELY new? The twirling bullet-fly-by for example gone now? :(
I have no idea what you're talking about or what you want. ;)

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-10 10:30
by AfterDune
Oh, I'm really loving this one! :D

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-10 10:40
by Daniel
-=anders=- wrote:I have no idea what you're talking about or what you want. ;)
Never mind, I'll find out as soon as I can play PR again (1-2 months). ;) :(