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Sound Increase for Bullet Impact Sounds
Posted: 2008-07-03 11:02
by PetetheSweet
Hi,
I wondered a lot of times that after patching, the weapons have a double sound, if I am a few distance away from the Guy who fired his Gun.
So whats that Sound?
A Echo Sound from about Buildings n Stuff, or the Bullet Impact Sound?
So if this Sound should made for Impact, it would be nice to have a hard, loud, banging Sound on for example hard Walls.
In RL the Impact Sound on a Wall or on Iron Material is very loud!
Re: Sound Increase for Bullet Impact Sounds
Posted: 2008-07-03 12:23
by davetboy_19
With the latest update they have very smartly given us the ability to judge how far away someone shooting is. There is sort of a different set of sounds for different materials, like bullets on a wall are a 'thud' type noise and on a tank or Apc its more of a high pitched type of noise.
-If the sound it faint then its a far way away
-If the sound it echoing (sort of) then its someone near you (only if you in a city)
-echoing might also be more than one gun going of
-and you should be able to tell when a bullet is near you
Re: Sound Increase for Bullet Impact Sounds
Posted: 2008-07-03 13:26
by Mora
AFAIK there is only normal sound and distant sound. No echoing.
And the sound is there for simulating distance shots. As the sounds sort of gets manipulated by surroundings irl.
But it doesn't work right on the automatic weapons, the automatic weapons make the distance and the normal sound while being fired from a distance. And that might sound like echo.
Re: Sound Increase for Bullet Impact Sounds
Posted: 2008-07-03 15:12
by zangoo
ok well amazingly in bf2 they got the speed of sound right so sound goes about 340m/sec, so when a saw gunner is shooting you hear his tracers but they are moving faster then the speed of sound so they can "deliver" the sound faster. then later you hear the gun shot.
now this is just my little thought after doing the ballistics it really looks this way.
Re: Sound Increase for Bullet Impact Sounds
Posted: 2008-07-04 13:56
by AnRK
Not sure how complex the system is, I'm generally too emmersed in battle when I'm being shot at to notice too much. Although that's kinda the result you want if the effects are done right, you don't wanna think about where shots come from, you want to instinctively know. One small criticism I have, is maybe the overall volume of being shot at in comparison to shooting yourself could go up maybe, seems a little weak. Then again I've never been shot at thankfully so I don't know how loud it should be, just seems a little quiet to me.