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How do you guys prefer the gunsounds to be?

Just reinforcing what's already been said by many - realistic gun sounds are the way to go. I was also pleasantly surprised by a lot of the gun sounds in Black Ops... it makes a world of difference and is surprisingly one of the reasons I still play that game.

And RO2's sounds are, of course, fantastic.
 
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OK, first of all, your guns are going to sound different based on your recording equipment. this is why standard handheld/phone camera videos are not a good way to show an example of gun sounds. it's going to make the sounds tinny and drop a lot of the bass. i have fired the k98 and the mosin nagant, and both of these guns have a ton of what you would call "boom".

also, if you were in a fairly enclosed environment, much like the ones in RO2, the reverberation would be extreme. watch the infamous bank robbery shootout in the movie heat for a good example of what a loud gun should sound like in an urban environment. no game has ever gotten this right, and i don't think any game ever will. "clean" gun sounds should only be used in flat open environments.
 
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Real sounds I think will be more favorable to this community, we don't play this game for what the hottest trend is necessarily, we like the old school, original, and realistic flavor.

However, I think it should taken into consideration how it sounds in game. A realistic gun sound may not sound so realistic given the environment and how it's being recorded. For example, the objects around it, the distance you are to that gun (or your ear) all add factors I would assume, I'm not gun expert but I think adding a sound into a game is one thing, but giving it a feel is another. I think the sound of a gun should be centralized around it's core noise as much as possible, every gun is just a loud pop but there is a different kind of pop. Minimize the echo effect, enhance the core sound to give it individuality, enhance the boom in terms of what it would do to your ear from being so close to it...yet not to make overly obnoxious though.

I think a sound should give you the sensation of what you would also feel shooting that gun since aren't holding the weapon and feeling it kick, not just a sound file playing out a command. You should be able to say wow, this gun will take someone out...not oh I'm shooting paintballs at someone imo and they sound like firecrackers because that's what they sound like through a microphone 20 feet away.
 
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I reenacted WWII for years without (unfortunately) ear protection. The first shot of a ~.30 rifle like a K98 or a Garand sounds like the world is ending. Your ears swell up after that to protect themselves, and things start to sound kind of like you're underwater.

I guess what i'm saying is NOBODY does it realistically, and you probably don't want to because it's mostly ringing. :D

Gunfire sounds like popping @ the range because you (I hope) have earpro. Take it off for a round or two (one or two won't cause long term damage) and see how much bass you're missing.
 
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Realistic sounds, but with high volume, RO2 sounds are impressive but I can hardly hear a guy firing 50m away, its sounds like he is 200m away.
Agree here...

Im a sounddesigner myself and musician.

I've recorded weapons in the field my self. I will agree that RO2 weaponsounds sounds realistic. Although I hate the explosions (grenades and artillery).

With the weaponsound that many says are realistic and perfect for a realistic game, I would like to say yes, but no.
In my ears they would need some more love into the audio-program.

They arent as powerful as they should be imo. Now people think I want hollywood sounds like cannon sounds for a beretta pistol. But I dont mean that.
They need to have a MUCH higher volume, to the limit where the sound is destroyed. So to not get it to distort, you would have to add another sound reference made in the program from a better sound and mix it in.
You cant just add a recorded weapon (even if you have a great setup with mics). Atleast i dont enjoy that!

The sounds are weird regarding to 1st person (wich is in stereo?), 3rd person, distant and so on.
In 1st person view you're having a weaker shotsound than in 3rd person view, wich is wrong.

The pistols shoot lower volume than my old soft airgun.

I want to be more freightened by the weapons Im holding at that others are holding. I want my heart to pop out.

I wish I was in the sound department team, if not making the sounds then just assist them.

I dunno, but Ill try to make my own soundmod when the SDK ships out just to learn more of what you do with the UE3 sound-system.

These are some examples of an FNMAG 58.

At 5-10 meters away:
http://dl.dropbox.com/u/11035283/FN_MAG_2_anders.mp3
http://dl.dropbox.com/u/11035283/FN_MAG_3_anders.mp3

At 50-100 meters away:
http://dl.dropbox.com/u/11035283/FN_MAG_distant_anders.mp3

Now even if they sound great or not I wouldnt put them in the game as they are here.

I would add alot more power to them, cause they sound nothing like this when you're there with your own ears. I wore earplugs at the time, but I could've feel how they would sound without earplugs!
When I was there the ground was shaking, my chest pumped like I was punched. I thought my heart would pop out.

In RO2, when listening to the MG34, DP machineguns, I think.... "Erhmmm, so deadly bullets from WHAT?!!"

I really hope the soundteam will take a great overhaul with the sounds. If they can't, atleast make explosions much more powerful and raise the volumes in both close and far distance...


The artillery sounds like a super high frequency wind or something like that. MORE power!!!

Like this:
Close:
http://dl.dropbox.com/u/11035283/Artillery_2.wav
http://dl.dropbox.com/u/11035283/Artillery_1.wav

distant:
http://dl.dropbox.com/u/11035283/Distant_Artillery_1.wav

I hope you get my point now... Cause the game is great, it just needs more love to the sounds aswell among the other things...

/Anders out
 
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