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  #21  
Old 07-24-2012, 02:41 AM
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Originally Posted by Calumhm View Post
Posting youtube videos of gunfire. Camera microphones won't be better than what Tripwire used when the recorded the real guns.
Haha

I have 4 Mosins. Not one of them sounds like that, what TWI "recorded".
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  #22  
Old 07-24-2012, 03:01 AM
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Another thing that bugs me: why are the gunfire sounds of scoped Kar98s and Mosins much different from non-scoped ones? They are also much better IMHO.
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  #23  
Old 07-24-2012, 03:46 AM
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Originally Posted by Eisprinzessin View Post
Haha

I have 4 Mosins. Not one of them sounds like that, what TWI "recorded".
Yep. Rifles are LOUD, and the sound a mic pics up and the sound a human ear picks up don't always match. With that said, the first video is a lot closer than the current ingame sounds.

The Raindrop mod had a video up on their ModDB page years ago with what was easily the most realistic rifle shot sound I have ever heard outside of actually being there in person, but unfortunately it's down now and I can't find the clip. Suffice to say it's not impossible to get right, you just need to focus on making it sound like it actually does to you, not to a microphone.
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  #24  
Old 07-24-2012, 01:49 PM
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Personal preference I guess, but if a game mode presents itself as "realism", I can't see why you wouldn't enhance the correct and realistic sounds.
I think the point is that you can't achieve realistic results trying to mimic the reality - reality has much more things than a computer game, so we should try to achieve immersion by different means. For example - people are very inclined to shoot back against the MG operator, they are less so when they are unable to fight back as it's currently happening in Classic (of course there are still some people trying to engage into a shooting contest with MG, but that's natural). In a similar manner I think we should use not realistic gunfire sounds but ones that'll make one to find cover and keep head down.
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  #25  
Old 07-24-2012, 05:27 PM
Lord_Lovat Lord_Lovat is offline
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Yes ok, but I think having bullets crack or snap above your head instead of "wooshing by", will have that effect. + that is how it happens.
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  #26  
Old 07-24-2012, 08:03 PM
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Originally Posted by Holy.Death View Post
I think the point is that you can't achieve realistic results trying to mimic the reality - reality has much more things than a computer game, so we should try to achieve immersion by different means. For example - people are very inclined to shoot back against the MG operator, they are less so when they are unable to fight back as it's currently happening in Classic (of course there are still some people trying to engage into a shooting contest with MG, but that's natural). In a similar manner I think we should use not realistic gunfire sounds but ones that'll make one to find cover and keep head down.
But that's the whole thing - the Hollywood whooshes this (and most games) uses are not intimidating at all. Cracks are. Being suppressed by an MG in Darkest Hour was terrifying.
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  #27  
Old 07-24-2012, 10:21 PM
Srinidhalaya Srinidhalaya is offline
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To me, I think the levels aren't equalized properly. Someone already said it early, the percentages are way off. A good way to summarize, when artillery is right on you, I don't think you will hear anything, not even explosions. Just ringing. Realism wouldn't be, appealing, in that manner. But, to achieve immersion, it should definitively be louder than any thing else.

RO2 sound feels soft, like new pillow on cold winter night.
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  #28  
Old 07-25-2012, 09:40 AM
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There's a reason some sounds apear to be quiet. Past a certain level of sound, the engine thinks to itself something along the lines of: "We can't make it any louder without killing someone's ear-drums", so instead, it lowers the volume of all the other sounds, making the character somewhat more deafend, you cannot hear much of anything else during an artillery strike 'cause all other sound volumes are reduced when you're in the middle of it.

At least that's what happended when I fiddled with the sounds into the redonkulous levels.
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  #29  
Old 07-26-2012, 08:18 AM
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I think most of the sounds are perfect anyway, we have to remember that this is a game set in real world battles and not a military simulator. Besides with bullets over my head/ other people on the microphone mixed with artillary tanks and your fellow soldiers screaming in either german or russian make it hard to hear my mate on the mic with me anyway. I say the game is in perfect balance right now, but if you want more gunfire and bigger effects some options won't be the worst thing in the world.

Just remember not to blow your ears out trying to hear your teammates in the middle of it all
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  #30  
Old 07-26-2012, 10:02 AM
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Originally Posted by DrkFlash View Post
hard to hear my mate on the mic with me anyway.
There was a game...long tima ago. Red Orchestra Ost Front was the name.
It had a nice possibility to set game sound to mute, if someone talks.

A feature, thats missing now. Why? Dont know.
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  #31  
Old 07-27-2012, 07:39 PM
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Originally Posted by Eisprinzessin View Post
Haha

I have 4 Mosins. Not one of them sounds like that, what TWI "recorded".
Well it saddens me to hear you say that. No reason you would lie..

It's just.. before the game was finished they were talking about the sound recording... going out into the field with all the real guns and lots of expensive recording equipment...

If they went to so much effort, and you're telling me it doesn't sound like a real life MN, what went wrong!?
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  #32  
Old 07-29-2012, 12:30 AM
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Overproduction, or using mics that fail to pick up gunfire properly, depending on how the raw recordings sounded. My money is on the former. For some stupid reason, people are obsessed with producing the hell out of gunfire recordings to try and get a 'clean' and 'distinctive' sound. You end up with what we have now.

Look at BF3 - they took real guns out to the range too, but the end result still sounds like gunfire. Some of the guns are a bit off, but the overall sound environment is dead on. In RO2, neither sound right.
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  #33  
Old 07-29-2012, 10:10 AM
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Really, considered what kind of crowd this game appeals to, the sounds are WAY too softcore. When I first noticed supersonic cracks were not in game, or very far and few between, I got very disappointed.

I've been on tour in Afghanistan, and have seen a lot of combat, and the thing that sticks the most to me, is the sound of supersonic cracks over your head, and boy is it loud, even with earmuffs.
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  #34  
Old 07-29-2012, 10:25 AM
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Make a list of the sounds for Weapons, Impacts, Effects and Echo's / Reverb that you think need to be changed, and more importantly how they should be changed (Don't just say "Make it more Realistic!").

If I'm in the mood, I'll prance about the SDK to see what I can do. :>
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  #35  
Old 07-29-2012, 10:58 AM
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Originally Posted by Cwivey View Post
Make a list of the sounds for Weapons, Impacts, Effects and Echo's / Reverb that you think need to be changed, and more importantly how they should be changed (Don't just say "Make it more Realistic!").

If I'm in the mood, I'll prance about the SDK to see what I can do. :>
Considering the engagement ranges in the game, you could easily make supersonic crack sounds for every rifle caliber weapon in the game, that's a big start.

Outside of that, I can't think of any weapon that don't need to have a "deeper" sound, more "snappy".
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  #36  
Old 07-29-2012, 08:55 PM
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WOW i never realised so many qualified sound engineers and technicians frequent these forums , would be nice if all these people who make such sweeping statements could list there qualifications are experience in sound engineering and game development , With the OPs heading of "remotely realistic no wonder the devs are giving this a wide birth , thread was a fail from the moment he wrote that heading .
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  #37  
Old 07-29-2012, 09:23 PM
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You don't need to be a sound engineer to see how weak the sounds are or to improve them. I particularly like the sounds themselves, but the effects applied to them that are bad IMHO. They lack punch almost completely.
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  #38  
Old 07-29-2012, 11:37 PM
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Originally Posted by specta3 View Post
WOW i never realised so many qualified sound engineers and technicians frequent these forums , would be nice if all these people who make such sweeping statements could list there qualifications are experience in sound engineering and game development , With the OPs heading of "remotely realistic no wonder the devs are giving this a wide birth , thread was a fail from the moment he wrote that heading .
You need to be a chef to tell when your dinner tastes like crap? I had no idea.

(All rifles, MGs, and the PPSh would crack - 7.62 Tok out of the PPSh barrel is supersonic @ 488m/s)
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  #39  
Old 07-29-2012, 11:42 PM
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But that's the whole thing - the Hollywood whooshes this (and most games) uses are not intimidating at all. Cracks are.
Intimidation is a product of consequences, not superficialities like sound effects. It's the #1 reason why most "horror" games fail, because they forget to make the game actually try to kill you. Something scary is scary because you know it's going to gently caress you, not because of how it looks or sounds. A rainbow unicorn flanked by puppy dogs would be terrifying, if you knew they were unstoppable, insatiable murder machines.

Personally, I like RO2's sounds better than RO1. RO1 had a little too much of an over-the-top Hollywood feel for my tastes.
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  #40  
Old 07-30-2012, 12:07 AM
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The effects help a lot. Having a loud, sharp crack is infinitely better than some anaemic whoosh sound.
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