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Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-18 10:50
by Mineral
quick reminder, server owners can request the soundmod enabled on their server by simply sending a PM to anders himself.

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-18 11:16
by Daniel
Still, some days left until other servers can use the SM, huh? :p

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-19 12:46
by Arab
Questions:

So are these sounds sourced from fired weapons?
Like did you went into a firing range, fired a weapon, recorded it? I know it isn't that simple because of how noisy the sounds are, and how different it is in different angles but I love the sounds, it gives off an intense atmosphere.

I wonder how the developers source the sounds for the vanilla project reality... Do they go into a firing range too?

Apart from that, this sound mod is so awesome, makes me want to reinstall bf2 and pr again :p

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-19 18:10
by -=anders=-
I've recorded some, not much guns though. Don't think the past sound-devs have recorded gunshots. Only GB vehicles.

I've either downloaded soundarchives or bought them on CDs just for gunshots. And they're real good references. I've bought some from this site: EFX sound effects library

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-19 19:50
by nicoX
A [R-DEV] tag for you any day soon!

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-20 00:37
by Spush
-=anders=- wrote:I've recorded some, not much guns though. Don't think the past sound-devs have recorded gunshots. Only GB vehicles.
The time that the sound developers recorded sounds was at the Sound Trip that UK_Force set up for them. A good portion of these sounds are in PR already. But as for Gunshots for weapons, I can't really confirm that.




There's a lot more here.

s0fad - YouTube

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-20 08:07
by -=anders=-
I know mate. Have seen this way back. Thats why I said GB vehicles. I guess this is PR's precious. Too me, only the warrior and challenger ended up with good sounds ingame. The others lacks the real power from the exhaust. Like simitar and panther. Too much if the noises gets picked up by the engines and they even sound muffled while they in the same time should have higher volume om the exhaust mic.
To me the panther sounds like a vaccumcleaner on low volume passing by.

To me the best quality for guns is not to record them yourself, if you want this game to be realistic. We are not talking about the budget Dice had when they were recording for BF3. Want to do this yourself? Then cough up like 800$ for micrentals and for equipment like 600$. Then for hire shooters isnt easy. Then rent a range. Then get all the weapons on the same place. So no, dont ever think PR will contain more than 10% selfrecorded gunshots.
The best is to stick with soundarchives from very professional recordingsessions. :)

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-20 13:33
by Mineral
it seems still many people are having trouble with getting it to work. I will write down how to return your PR to it's original state again. Then you can decide to install the soundmod again with the latest installer([Howto] - Anders Sound Modification | PRTA - Project Reality Teamwork Alliance) or stay on vanilla.

1. go to your PR installation folder(default: C/program files/EA GAMES/Battlefield 2/mods/pr)
2. delete the following files there:
ASM_controlpanel.exe
serverarchives.ORIG-BAK
serverarchives.con
common_client_am.zip
common_server_am.zip

3. go into the pr/objects folder and delete the remaining files:
effects_client_am.zip
effects_server_am.zip
soldiers_client_am.zip
vehicles_client_am.zip
vehicles_server_patch1_am.zip
weapons_client_am.zip
weapons_server_patch2_am.zip

4. Download the original serverachives.con file and place it into your root pr installation folder (mods/pr)
you can download it here:serverarchives.con
5. DONE! play PR vanilla again or try reinstalling the soundmod correctly by download the installer ([Howto] - Anders Sound Modification | PRTA - Project Reality Teamwork Alliance) and follow the EXACT instructions listed on the auto-extractor. Remember that you need to ENABLE the soundmod for soundmod enabled servers (PRTA, CIA,...) but you will need to DISABLE it for all the other servers using the ControlPanel!

Mineral

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-20 15:22
by USMC scout sniper
Whenever I get a gun that's from pr, I'll record it. At least try to help.

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-20 15:42
by -=anders=-
USMC scout sniper wrote:Whenever I get a gun that's from pr, I'll record it. At least try to help.
Its ok mate, thx for helping out. But I think Ill manage the shots right now. Most things I wanna have now is voices in different languages. :) I must get rid of the brittish, arab voices and the US voices. And get new ones. Maybe I can manage the US ones, but it would be nice to have 3 different actor per faction.

Not everyone has a mic that I have and are good at acting to make it believeable as in a battle atmosphere.

But by all means, record all you want if you wanna help mate. But as I said, I'm more focused on explosions and voices right now.

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-20 18:57
by illidur
-=anders=- wrote: some "tsssss" and "ahhhhhh" sounds.

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-24 17:33
by CommunistComma
Anders do you know if the Canadian faction was set up with a copy of the American faction voices or if they reference the same files?

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-24 21:31
by -=anders=-
CommunistComma wrote:Anders do you know if the Canadian faction was set up with a copy of the American faction voices or if they reference the same files?
Yeah hi, its the same files.

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-30 14:27
by -=anders=-
Heres some of the things I've been updating for 0.5.

Some of the changes are in the description of the youtube clip.


Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-30 16:08
by Psyrus
-=anders=- wrote:Heres some of the things I've been updating for 0.5.

Some of the changes are in the description of the youtube clip.
That sounded pretty spectacular. One thing to note though, I think your distant BH sounds may lead to sound bugs. It's something like if the aircraft/vehicle sound propogation distance >= fog/view distance, sound bug is [more] likely to (possible?) occur.

I don't know the specifics about the issue, but I do recall reading dev posts along the lines of the above. It resulted in quite a few maps changing VDs or losing their air assets.

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-30 16:37
by -=anders=-
Psyrus wrote:That sounded pretty spectacular. One thing to note though, I think your distant BH sounds may lead to sound bugs. It's something like if the aircraft/vehicle sound propogation distance >= fog/view distance, sound bug is [more] likely to (possible?) occur.

I don't know the specifics about the issue, but I do recall reading dev posts along the lines of the above. It resulted in quite a few maps changing VDs or losing their air assets.
Just on some maps if so... Havent heard bugs with this one yet... Its very random, depending on many things.... How many players, what maps etc.. Sounddistances is set for the specific maps, wich I dont know why they're set differently. :)

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-30 17:43
by Rudd
wich I dont know why they're set differently.
because they are decided by view distance, soundbugs happen when the sound continues when the object has left the view distance or something, so the sounds have to stop before that point afaik

The sound distance settings are done via a script (ask Ancientman I think) so I guess the script might need tweaking to work with how you set up sounds?

that TAR and AR15 echo is pretty overdone if you ask me, seemed to have alot more than the other weapons like the AK which were much nicer I thought, otherwise they were lovely!

I like that the FN FAL and AK i.e. 7.62 assault rifles sound a bit more similar than I think previously, good stuff - we love consistency :D

The G36 sounds better than previously, though I think the current G36 sound is very good in vanilla PR

Like the MG4 alot :)

Love teh chopper

Love the tank engine, but shouldn't it have some clanking?

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-30 18:10
by Spush
The 120mm gun on the Abrams needs more of a punch, also it get's a tad bit repetitive with the tail of the sound, much like the current tank cannon sounds. The challenger 2's gun is good example of the type of punch I'm talking about.

Some of the sounds tails like the PKM, Tar-21, is kind of overdone in my opinion. Maybe for caliber specific have a similar tail off sound but modified to the point where it's unique but still keeps the same caliber specific sound, if you know what I mean.

Other than that great work.

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-30 18:27
by -=anders=-
Rudd wrote:because they are decided by view distance, soundbugs happen when the sound continues when the object has left the view distance or something, so the sounds have to stop before that point afaik

The sound distance settings are done via a script (ask Ancientman I think) so I guess the script might need tweaking to work with how you set up sounds?

that TAR and AR15 echo is pretty overdone if you ask me, seemed to have alot more than the other weapons like the AK which were much nicer I thought, otherwise they were lovely!

I like that the FN FAL and AK i.e. 7.62 assault rifles sound a bit more similar than I think previously, good stuff - we love consistency :D

The G36 sounds better than previously, though I think the current G36 sound is very good in vanilla PR

Like the MG4 alot :)

Love teh chopper

Love the tank engine, but shouldn't it have some clanking?
Yeah thx man, Ill work on the reverb for the TAR21.

About the clanking, it has clanking but its emerged into an enginesound... Wasnt happy with the previous clanking sound. Ill see if I can find any better for that beast.
Thx for the feedback!

[R-DEV]Spush wrote:The 120mm gun on the Abrams needs more of a punch, also it get's a tad bit repetitive with the tail of the sound, much like the current tank cannon sounds. The challenger 2's gun is good example of the type of punch I'm talking about.

Some of the sounds tails like the PKM, Tar-21, is kind of overdone in my opinion. Maybe for caliber specific have a similar tail off sound but modified to the point where it's unique but still keeps the same caliber specific sound, if you know what I mean.

Other than that great work.
I guess you mean shootsounds PKM and Tar-21 in 1st person view? Cause dont think 3rd person sounds should have a short tail. Takes awaythe furiousness of the guns. So I'll overlook those weapons. And I get what you mean, just like them to sound abit unsimilar with the tails. But still I get what you mean.

I dont want to amplify the cannon shootsounds in the beginning. They will break. I'll rather have them bright and loud in the beginning and later put more bass in it. If I could make them like irl I would do it. But doesnt work like that. Would be cool ofcourse if the engine allow volume raising with very loud sources (like bf3) like explosions, cannons and shootsounds. Wont work on this engine though. But I can work on those tails. Just love to have them long to really get the feeling that this is from something big like a 120mm.

Here are originals and my ones comparisons:

Challenger:

Original

My example


IDF Merkava:

Original

My example


T90:

Original

My example


T72: (only have my sound, PR 0.973 doesnt have its own sound)

My example


BMP-3:

Original

My example


M1A2 Abrams:

Original

My example

Re: [Audio] PR 0.973 Anders Soundmod

Posted: 2012-05-30 18:30
by lucky.BOY
I have just recently got to playing PR with soundmod 0.4, and I have to say its awesome :)

Even when some round kinda suck, I think At least i have those great sounds. Only minor issue i had with MEC mg3, when I had empty mag, the clicking sound wasnt quite noticable in the heat of a firefight. However this seems to be fixed for the next update, as the clicking sound(s) seem much more noticable.

-lucky

PS: MG3 has awful iron sight, couldnt anybody export it with a Zeiss Z-point? Thanks :D