Weapon sounds don't give correct RoF?
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Mekstizzle
- Posts: 882
- Joined: 2006-10-30 17:15
Weapon sounds don't give correct RoF?
Basically, various R-DEV's have said that the RoF in PR for the M16 is coded to be 900RPM and the RoF for the AK101 is coded 600RPM. Yet in game it sounds like they're firing at a much slower rate.
Is this just me? The AK101 definatley doesn't sound like 600RPM. The AK47 and G3 do, however.
Anyone else feel like this?
Edit: Topic which i got the info from: http://realitymod.com/forum/showthread. ... 751&page=2
Is this just me? The AK101 definatley doesn't sound like 600RPM. The AK47 and G3 do, however.
Anyone else feel like this?
Edit: Topic which i got the info from: http://realitymod.com/forum/showthread. ... 751&page=2
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Sandy_Beret
- Posts: 754
- Joined: 2006-09-13 02:14
Yes.
Perhaps it is related to the way the sound files are implemented in-game ?
The AK 101 is nice gun but this apparent factor of time and RPM has been noticed by others also. I did find a file somewhere (i.e. can't remember where) which had the 600 or 900
in a manner which appeared editable... but I am assuming the BF2 executable wouldn't accept the tweaks, by what the DEVS have said...
Perhaps it is related to the way the sound files are implemented in-game ?
The AK 101 is nice gun but this apparent factor of time and RPM has been noticed by others also. I did find a file somewhere (i.e. can't remember where) which had the 600 or 900
in a manner which appeared editable... but I am assuming the BF2 executable wouldn't accept the tweaks, by what the DEVS have said...
"Be peaceful, be courteous, obey the law, respect everyone;
but if someone puts his hand on you, send him to the cemetery."
- Malcolm X


but if someone puts his hand on you, send him to the cemetery."
- Malcolm X


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danthemanbuddy
- Posts: 842
- Joined: 2006-11-12 19:07
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Animalmother
- Posts: 1201
- Joined: 2006-03-26 03:31
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sofad
- Retired PR Developer
- Posts: 1811
- Joined: 2005-12-19 10:38
the 0.32 soundmod files arent correct.
the gp30 sound (wich is also used for ak101) has looppoints at 0.111s instead of 0.100 for 600rpm.
the m4 sound has a loopoint at 0.08275 instead of 0.066 for a ROF of 900rpm.
none of these gunsounds has looppoints for the 3p sound. so you probably wouldnt hear any full auto gun from an other player...
in 0.4 the m16 wasnt set to the correct looppoint to match a 900rpm ROF.
this, and several other loopoints, is fixed in the next release.
the ak101 has correct loops btw...
the gp30 sound (wich is also used for ak101) has looppoints at 0.111s instead of 0.100 for 600rpm.
the m4 sound has a loopoint at 0.08275 instead of 0.066 for a ROF of 900rpm.
none of these gunsounds has looppoints for the 3p sound. so you probably wouldnt hear any full auto gun from an other player...
in 0.4 the m16 wasnt set to the correct looppoint to match a 900rpm ROF.
this, and several other loopoints, is fixed in the next release.
the ak101 has correct loops btw...

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danthemanbuddy
- Posts: 842
- Joined: 2006-11-12 19:07
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Pantera
- Posts: 11059
- Joined: 2006-02-16 11:27
I got no sounds so i dont know what ya'll are talking about 
@ Sofad,
Im curious, what programs do you use to record the sounds ? I am a Music Producer/Sound Engineer and i would really like to know, plus i have full access to a really professional recording studio
last week i was recording my track when "SwitchFoot" dropped by hehe.
@ Sofad,
Im curious, what programs do you use to record the sounds ? I am a Music Producer/Sound Engineer and i would really like to know, plus i have full access to a really professional recording studio

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sofad
- Retired PR Developer
- Posts: 1811
- Joined: 2005-12-19 10:38
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Pantera
- Posts: 11059
- Joined: 2006-02-16 11:27
'[R-DEV wrote:sofad']have access to military related sample librarys..![]()
I already have a few Recordings, but they are "Clipped" - meaning they were too loud for the recording, and so it became Distorted - which reduces the quality.



