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louder, more sharp bullet impact sounds
Posted: 2007-05-07 19:27
by SethLive!
Could bullet impact sounds on brick, metal, and glass all be made much louder and more intimidating? I know this would be a huge amount of work and I dont expect anything in the near future, but i think it would really add to the atmosphere of the game.
comments?
Posted: 2007-05-07 19:49
by Jaymz
I'll look into it
Posted: 2007-05-07 21:19
by PF-Greasy Monkey
since we are in the sound request thread, could we get louder explosion?

louder when you are close (make it at least s loud as the A-10...)
but more loud over distance
as it is now there can be an explosion on the other side of the road and a pistol shot is louder...
I thought that explosions (IEDs, RPG, tank rounds,etc...) were heard from quite far away

Posted: 2007-05-07 21:41
by youm0nt
Speaking of loudness and sounds... Anyone notice how in BF2 when driving/sitting in vehicles, for example, while driving the RIB, when you look to the right the engine is loud but when you look to the left the engine is quiet... Why is that? I think this also happens in vehicles in BF1942...
Posted: 2007-05-07 21:50
by Fenix16
lol. Because your turning your virtual ear towards the direction where the sound is eminating from.
Posted: 2007-05-07 22:06
by SethLive!
'[R-CON wrote:Jaymz']I'll look into it
thank you!

Posted: 2007-05-07 22:12
by El_Vikingo
No point for me, as I use SVM (Sound Volume Management), so when somebody sneaks up to me I can hear them loud and clear, if there's an explosion, I hear it with the same volume.
SVM keeps the volume at the same level.
Posted: 2007-05-07 22:26
by 101 bassdrive
crisper bulletsounds are always nice!
so where you get that SVM from?
and since we are on the soundtopic.. I still have the feeling the sounds only have a 180° soundradius, like he pointed out there with the car.
looking in the opposite direction to a guy who fires is making the exact same amount of noise as looking directly towards a guy -> 180°
oh so many times ive looked in the wrong direction and been hit in the back
my soundsettings are on medium and digital enhancement is on.
cant we do anything about the soundorientation? its so vital. like in other fps, counter-strike for example ( played that years ago, bear with me for the reference )
Posted: 2007-05-07 23:22
by ub3rxn00b
101 bassdrive wrote:crisper bulletsounds are always nice!
so where you get that SVM from?
and since we are on the soundtopic.. I still have the feeling the sounds only have a 180° soundradius, like he pointed out there with the car.
looking in the opposite direction to a guy who fires is making the exact same amount of noise as looking directly towards a guy -> 180°
oh so many times ive looked in the wrong direction and been hit in the back
my soundsettings are on medium and digital enhancement is on.
cant we do anything about the soundorientation? its so vital. like in other fps, counter-strike for example ( played that years ago, bear with me for the reference )
How many speakers do you have? If you have 2, it's impossible for them to render a sound behind you. Just think about it.
Posted: 2007-05-07 23:46
by Clypp
El_Vikingo wrote:No point for me, as I use SVM (Sound Volume Management), so when somebody sneaks up to me I can hear them loud and clear, if there's an explosion, I hear it with the same volume.
SVM keeps the volume at the same level.
That SVM system adds dynamic range to your audio? Might be worth looking into, does it depend on a particular card?
Posted: 2007-05-07 23:55
by ub3rxn00b
Clypp wrote:That SVM system adds dynamic range to your audio? Might be worth looking into, does it depend on a particular card?
I PMed him about it, but he hasnt been on for the last 2 hrs.
Posted: 2007-05-08 05:35
by Jaymz
PF-Greasy Monkey wrote:since we are in the sound request thread, could we get louder explosion?

louder when you are close (make it at least s loud as the A-10...)
but more loud over distance
as it is now there can be an explosion on the other side of the road and a pistol shot is louder...
I thought that explosions (IEDs, RPG, tank rounds,etc...) were heard from quite far away
Almost everything you mentioned has been boosted, tweaked and PR'ified by myself. Just you wait for 0.6

. Without spoiling too much, grenades/203's for example will be louder and will be heard from almost 5x times their previous distance.
As for SVM, I cannot stress how bad an idea it is. Let alone the fact that it gives you a huge advantage over others, it's obscenely unrealistic (cough cough, explosions and footsteps at the same volume?

). Sofad and myself have worked so hard to actually give the BF2 engine some dynamic range which vanilla so badly lacked. To hear about people using this "sound volume management" program is real punch to the gut because it squashes all of that dynamic range.
Posted: 2007-05-08 05:44
by JKRMAUI
Jaymz....I love you....rly...

......If my Girl friend wouldn't beat me with a stick.....I'd have your babies.
Posted: 2007-05-08 05:46
by Jaymz
^_^ -blushes-
btw, re-read my last post, I edited it.
Posted: 2007-05-08 06:47
by JKRMAUI
Seriously......<3
The ingame sounds happen to be the biggest reason this mod just.....draws me in......I love hearing the sounds......a matter of fact....my GF gets mad when I play a lot...she thinks I am ignoring her, in all honesty, I can't get the A10 out of my ear so all out side noises sound......incomprehensible......The other night....I sung to sleep by a very odd noise.....Alls I could hear was the *thump thump thump thump thump thump* of the Black Hawks Rotor. True Story....
Posted: 2007-05-08 14:33
by Long Bow
'[R-CON wrote:Jaymz']Almost everything you mentioned has been boosted, tweaked and PR'ified by myself. Just you wait for 0.6

. Without spoiling too much, grenades/203's for example will be louder and will be heard from almost 5x times their previous distance.
Nice to hear, lol pun intended

, that the audio is constantly being updated, keep up the good work Jaymz. The sad part about in game audio is you don't know how crappy it is until you hear something better

.
On a side not I find that PR is best played with a quality set of headphones. I have Sony XD 300 (I think thats the model) and I prefer them over my 5.1 surrounds system. You can hear everything including VOIP clearly and loud. If I have the 5.1 speakers cranked the certain sounds are hard to hear, mind you the intensity is nice with the sub woofer shacking the desk

Posted: 2007-05-08 16:31
by VipersGhost
El_Vikingo wrote:No point for me, as I use SVM (Sound Volume Management), so when somebody sneaks up to me I can hear them loud and clear, if there's an explosion, I hear it with the same volume.
SVM keeps the volume at the same level.
Lol, El Vikingo's
legal exploit....in the words of Borat ..."AHh Niiice"
Posted: 2007-05-08 16:57
by PF-Greasy Monkey
'[R-CON wrote:Jaymz']Almost everything you mentioned has been boosted, tweaked and PR'ified by myself. Just you wait for 0.6

. Without spoiling too much, grenades/203's for example will be louder and will be heard from almost 5x times their previous distance.
As for SVM, I cannot stress how bad an idea it is. Let alone the fact that it gives you a huge advantage over others, it's obscenely unrealistic (cough cough, explosions and footsteps at the same volume?

). Sofad and myself have worked so hard to actually give the BF2 engine some dynamic range which vanilla so badly lacked. To hear about people using this "sound volume management" program is real punch to the gut because it squashes all of that dynamic range.

damn like if it wasn't long enough to wait till the release

Posted: 2007-05-08 22:57
by El_Vikingo
About SVM; it not that I don't like your work, it's to protect my hears from loud noises if the sound is turned up.
EDIT: ^^^^That sounds dumb.
If I have it turned up to listen carefully and a sudden explosion happens the SVM lowers that volume down, so my head doesn't explode.
Posted: 2007-05-08 23:44
by daranz
If your real ears aren't ringing from the simulated explosions, it's not loud enough!