Hello! I'm Nightfall, and I am a video game sound designer/audio engineer. I am working on some sounds for Project Reality with the goal of making things realistic, industry-standard levels/eq etc., and still able to influence excitement without sounding too "Hollywood" (hence the Reality part of things). I've been around and fired more firearms than I can even count, and I've recorded everything from the ocean waves to fighter jets flying 40 feet above ground level and all sorts of explosions and other loud sounds. I have worked on tons of mods and have had some of my free content used in games on Steam, including No More Room in Hell (2009-2012) and Space Pirate Trainer (2017).
My goal as explained above is to make things sound more realistic, more powerful, and just generally better where/when needed. This being said I admire and love the work of Anders, and he is an amazing sound designer. I've just noticed some things that could be changed here and there.
To start things off, I'd like to demonstrate one of the sounds I am working on in my spare time. The following video shows a first attempt at creating an interior firing sound for the M9. In real life, things tend to change quickly in the world of sound when firing in one environment versus another. Much of the time, when a firearm is fired indoors, the reverberation and immediate reflections around the shooter tend to significantly amplify the loudness and perception of the pressure wave emitted from such a powerful force. I try to demonstrate this chaotic effect in my video.
Content used to create these sounds comes from myself, zapsplat.com, and freesound.org. These are all permitted for use in my work.
P.S. The room tone for that area of the carrier was created via shoving a drum microphone inside my computer case and pointing a movie dialogue microphone at a vacuum motor, and then edited and manipulated beyond recognition .
*VOLUME WARNING*
Re: [Sounds] M9 preview + info on more sound work
Posted: 2017-06-28 03:35
by camo
To my untrained ear that sounds pretty damn good, nice work!
Re: [Sounds] M9 preview + info on more sound work
Posted: 2017-06-28 04:31
by Nightfall
Thanks! I'm glad you like it!
Re: [Sounds] M9 preview + info on more sound work
Posted: 2017-06-28 04:52
by QuickLoad
haven't been to an indoor range in forever, but I can say the sounds are realistic.
still weird with my brain since i'm used to the 'pic pac pac pac pac' of the usual PR M9, instead of this 'POOF POOF POOF POOF'.
i like it
Re: [Sounds] M9 preview + info on more sound work
Posted: 2017-06-28 13:30
by mries
I like it a lot! Sound is half of the immersion in a game.
Would love to hear more sounds, also more heavier guns for example.
Re: [Sounds] M9 preview + info on more sound work
Posted: 2017-06-28 15:01
by rPoXoTauJIo
Good stuff to hear here.
Do you might consider to make m4\16\ak sound as they're more widely used in pr than m9?
Re: [Sounds] M9 preview + info on more sound work
Posted: 2017-06-28 16:52
by Nightfall
Thanks for the nice comments, guys! I do plan on working on many other weapons (and will actually begin doing so later today after work.) In the world of game sound design, if you set a specific feel for the sound of one thing, it's usually a good idea to design the others in a way that acoustically accepts each other. I will be starting with the 16, m4 and 47 as mentioned above. I've fired all in person so thankfully I have a good reference Would it be best to post those in here once finished, or should I create a new thread with the new sounds?
Re: [Sounds] M9 preview + info on more sound work
Posted: 2017-06-28 17:42
by rPoXoTauJIo
Just post results here until suddenly you may become R-dude
Re: [Sounds] M9 preview + info on more sound work
Posted: 2017-06-28 18:13
by CaptMiller
Yeeeeas good sound
Re: [Sounds] M9 preview + info on more sound work
Posted: 2017-06-28 18:18
by Mr.VdHeide
Awesome, this really sounds good. I like the powerful sound.
Also, can you maybe look into PR's .50 cal sounds? They are awful IMO.
D.J.
Re: [Sounds] M9 preview + info on more sound work
Posted: 2017-06-28 19:00
by Nightfall
[R-CON]Mr.VdHeide wrote:Awesome, this really sounds good. I like the powerful sound.
Also, can you maybe look into PR's .50 cal sounds? They are awful IMO.
D.J.
Sure thing- I was thinking about this recently in fact, as most games tend to get the unique 50 cal sound right, but sometimes fail to get the rest of the sonic characteristics where they need to be. The M2 and all related 50 cal platforms have some interesting sound dynamics due to the size of the barrel and caliber. I'll do a few different versions of this and we can see which ones sound best.
Re: [Sounds] M9 preview + info on more sound work
Posted: 2017-06-28 19:19
by Rabbit
Re: [Sounds] M9 preview + info on more sound work
Posted: 2017-06-28 20:16
by sweedensniiperr
Can you make the m1 garand sound not so lame?
Posted: 2017-06-28 21:09
by AfterDune
I'd love a better sound for the Garand as well .
Great efforts, Nightfall!
Thought your name sounded very familiar, probably have seen you / your work somewhere, I suppose .
Re: [Sounds] M9 preview + info on more sound work
Posted: 2017-08-30 12:29
by FlyingR
Nightfall... you alive bruh?
Re: [Sounds] M9 preview + info on more sound work
Posted: 2017-09-01 18:35
by Nightfall
Hey guys. I'm still alive, just haven't had a lot of time recently to work on audio stuff due to work and other stuff going on outside of PR. No worries, I'll still be working on all of this when I have time here and there. I can't give an exact timeline for things at the moment, but I can say that I will get all of this done, and when it does it will be worth the wait. When I do release some stuff I want to release more than two or three sounds at once so that it makes more sense in terms of things fitting together, as opposed to having a bunch of random sounds not fitting the profile of the others. I'll keep you guys posted as things come along
Re: [Sounds] M9 preview + info on more sound work
Posted: 2017-09-04 00:59
by WeeGeez
Nightfall, I don't understand what you mean by interior sounds... Can you explain?
Interior reflections are automatic under the guise of EAX effects which come on automatically when the player enters/ is in a static that has it ambience assigned to it.
Those with X-fi cards can adjust the reflections amount as a setting external to the game in a control panel, I personally have it set around -12dB, like any good reverb should be.
Re: [Sounds] M9 preview + info on more sound work
Posted: 2017-09-04 18:37
by Nightfall
WeeGeez wrote:Nightfall, I don't understand what you mean by interior sounds... Can you explain?
Interior reflections are automatic under the guise of EAX effects which come on automatically when the player enters/ is in a static that has it ambience assigned to it.
Those with X-fi cards can adjust the reflections amount as a setting external to the game in a control panel, I personally have it set around -12dB, like any good reverb should be.
Hey! I should have elaborated better on this. In short, because things are done in-engine with less user input than some other titles (for example, we can't really break free and do what we want 100% via something like FMOD or Wwise in this engine by adding exact individual sounds for each individual change in variable and then attach 20 different possible FX changes), I as a sound designer have to compromise in a creative way. To get around this lack of dynamics, so to speak, I am creating "normal" sounds... so, outdoor sounds with no reverb, which are the default files... with characteristics that, when reverb is applied by EAX/in-game, they will result in something that sounds a certain way intentionally. Right now I am fine tuning said normal sound files to have a perfect middle ground that sounds great in normal conditions, and has great qualities that result in a realistic result when they are "revereb'd".
I will also be testing things out with an X-fi card so that things fit together nicely at a commonly agreed reverb level in the external settings.
Hope that clears things up
Re: [Sounds] M9 preview + info on more sound work
Posted: 2018-01-31 15:14
by HOLLYWOODY
I feel like a bunch of guns need sound overhauls and I have already talked to Nightfall about helping out and learning more about sound design from him. The 50cal as mentioned is a good example. Somebody definitely changed this particular one in a recent patch and it sounds more muffled and weak than previous versions. I also feel like some of the other stuff we currently have sound more like squirt guns instead of killing machines.
Re: [Sounds] M9 preview + info on more sound work
Posted: 2018-02-01 11:26
by ID-KLAN
Hello people,like it i see that it's sounds that everybody thinks graphics is essential but the same sound contributes to the game.I'm glad that someone started to work on it and thank him for that,Project Reality and Squad on the same principle only with a much better design of graphics and sound and everything else,the weapon is almost the same as there is no need to work on the pack again if it's possible to just switch the sounds from in the PR,i think it would be good and improved a lot of games in PR. Thanks very to all the designers for everything they did for us.
The sound is very good in Squad, i believe I would sound quite good in the PR.