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Old 07-21-2012, 10:44 PM
guiltyspark guiltyspark is offline
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Default Are there any plans to make gunfire sound remotely realistic?

Bullets dont go wiz wiz woosh.

Getting suppressed in this game sounds like you are being hit with teddybears.

Real Gun Sounds - What A Firefight Should Sound Like - YouTube

1000 yard shooting...view from the pit - YouTube

The Pit at the Rifle Range - YouTube

Last edited by guiltyspark; 07-21-2012 at 10:54 PM.
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Old 07-21-2012, 11:12 PM
Lord_Lovat Lord_Lovat is offline
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Good video examples you posted there. I once started a thread to adress this issue and I think many would agree that suppresion sound and the sound in general badly needs an overhaul.
Regarding the suppresion, there are bullet cracks in game, however they are set to occur only in 33% of the cases. I think it would be an easy fix to set that to 99% or something like that?
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Old 07-21-2012, 11:17 PM
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99% ? Make it 100%. And make it Loud! Tank Maingun and explosions are also not loud enough! In the other hand, breathing sound when in Iron sights is exaggeratedly loud
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Old 07-21-2012, 11:29 PM
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I doubt they can make it much louder than a certain level thanks to the risk of lawsuits over hearing loss or some other such stupidity, but it would be excellent if the option was there for those who want it.

Ballistic cracks and better sounds in general are a must. Some of the weapons ingame have okay sounds but they sound weak thanks to lack of reverb and unrealistically quiet volume. On the other hand, several sounds are just poor in general. There is absolutely no excuse for the game not to have ballistic cracks, though, and when I stop to wonder why they weren't included, the only possible reasons I can come up with are all ones that reflect quite poorly on TWI.
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Old 07-21-2012, 11:46 PM
guiltyspark guiltyspark is offline
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Quote:
Originally Posted by ross View Post
I doubt they can make it much louder than a certain level thanks to the risk of lawsuits over hearing loss or some other such stupidity, but it would be excellent if the option was there for those who want it.

Ballistic cracks and better sounds in general are a must. Some of the weapons ingame have okay sounds but they sound weak thanks to lack of reverb and unrealistically quiet volume. On the other hand, several sounds are just poor in general. There is absolutely no excuse for the game not to have ballistic cracks, though, and when I stop to wonder why they weren't included, the only possible reasons I can come up with are all ones that reflect quite poorly on TWI.
sound levels dont cause lawsuits , the player controls the level of sound in the game.

the problem is tripwire set the power of the rest of the sounds in the game too high in comparison to the sounds that matter (gunshots and explosions)


if we are looking at percentages , this is how sound allocation based on "loudness" should be in the game.

- Gunshots by player (100%)
- Gunshots by nearby player *aka same room/trench (97%)
- Gunshots by distant players tapering off as distance increases ( 95% at 20m , 90% at 65m , 80% at a range of say 100 - 150m)
- Explosions On top of the player (120% should overpower all sound in the game and "deafen" the player)
- Explosions just out of damage range *say a grenade exploding on the otherside of a doorway , or above your trench (100%)
- semi distant explosions like artillery (90%) Should be very loud and drown out most other noise like voices and distant gunfire
- Running (35%)
- player panting while running (50%)
- Footsteps outdoors *other players* (20%)
- Footsteps indoors *other players* (35%)
- Breathing while aiming (20%)
- Player voices outdoors depending on conversation type *talking , crying , charging* (20% 35% 40%)
- Player voices indoors boosted all three by 10%



stuff like that

Last edited by guiltyspark; 07-21-2012 at 11:47 PM.
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  #6  
Old 07-22-2012, 06:15 AM
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i would really love the addition of the ability to hear if some1 is above or below you, instead of them sounding as if there next to you, stairways r the worse with this
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Old 07-22-2012, 10:26 AM
Spacepoop Spacepoop is offline
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Agree with this, the first thing I noticed when going back to RO1 and DH was how much louder those games were:

Here is an example:
RO1
Red Orchestra - Ostfront 41-45 - Gameplay 1/5 - YouTube

DH:
Darkest Hour Suppression Effect - YouTube

and compare them to RO2:

Red Orchestra 2: HoS - Beta - Classic mode - Mamayev Kurgen - YouTube
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Old 07-22-2012, 01:31 PM
guiltyspark guiltyspark is offline
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Quote:
Originally Posted by Spacepoop View Post
Agree with this, the first thing I noticed when going back to RO1 and DH was how much louder those games were:

Here is an example:
RO1
Red Orchestra - Ostfront 41-45 - Gameplay 1/5 - YouTube

DH:
Darkest Hour Suppression Effect - YouTube

and compare them to RO2:

Red Orchestra 2: HoS - Beta - Classic mode - Mamayev Kurgen - YouTube
ya RO1 has the gunfire and distant gunfire done really well.

but there is no correct supression sounds in either game yet , and the DH effect lacks the punch
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Old 07-23-2012, 01:18 PM
specta3 specta3 is offline
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I think the sound is very good i like the effects they have added it seems to fit very well with the visual suppression effects .I don't want this game to sound like Arma

The sound and suppression effects are this games strong points in my opinion , dyeing comrades crying for mummy and artillery falling around me and the sound of bullets flying over my head it all seems to fit together very well , Love it. Would be annoyed it they changed it

Fluidity of movement is the number one issue for improvement i think )

Last edited by specta3; 07-23-2012 at 01:20 PM.
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Old 07-23-2012, 04:32 PM
Lord_Lovat Lord_Lovat is offline
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Quote:
Originally Posted by specta3 View Post

The sound and suppression effects are this games strong points in my opinion , dyeing comrades crying for mummy and artillery falling around me and the sound of bullets flying over my head it all seems to fit together very well , Love it. Would be annoyed it they changed it

)
So you think the grenades sound good? Sound levels are ok? The sounds need to be revised in my opinion! The sounds of the bullets flying over your head are not realistic to. It may sound good (thank you Hollywood), but that's not what it should sound like. Don't you want realistic bullet cracks and snaps?
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Old 07-23-2012, 05:30 PM
specta3 specta3 is offline
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Quote:
Originally Posted by Lord_Lovat View Post
So you think the grenades sound good? Sound levels are ok? The sounds need to be revised in my opinion! The sounds of the bullets flying over your head are not realistic to. It may sound good (thank you Hollywood), but that's not what it should sound like. Don't you want realistic bullet cracks and snaps?

Sorry but the Arma school of thought as to what a game should be does not apply to this game,Its a game a MP FPS Action game that is hardcore and does a good job at reflection that conflict , and requires some team work and communication its not a simulation ,I for one want to be entertained when i play a game ( thanks Hollywood)


You could starve you self for a week and dont change your cloths for a month and base your self in side a freezer with wet socks on after been told there is a 90 % chance you wont live for another month by your doctor , then start playing the game and it would be a bit closer to realism . The word realism and Computer games should be taken with a pinch of salt i think ))

As for what grenades should sound like from that period of time . i could not comment as i was never in world war two with perforated ear drums and shell shock and frostbite ,
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Old 07-23-2012, 05:46 PM
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Yes, the weapon sounds are actually good, but the effects are just too poor, making them sound very weak. I really like guiltyspark's suggestions.
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Old 07-23-2012, 05:48 PM
Lord_Lovat Lord_Lovat is offline
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I don't know what you mean by Arma school of tought (I know it's a game but I've never played it), but I just think bullet cracks are much more impressive and add a lot more to the immersion of the game. One of the reasons I play a wwII FPS game is to try and simulate that. I always try to find out if there is a realism mod for a game. 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.
About the grenades: I'm referring to how weak they sound in the game. You just can't ignore the fact that their volume is to low compared to the other sounds.

I really don't get your point about starving yourself for a week etc... That has nothing to do with what this topic is about.
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Old 07-23-2012, 05:52 PM
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Talking about ARMA, another thing that we could have is maximum speed of sound. In arma explosions happen out at a distance, and you only hear them seconds later: Speed of Sound: 340.29 m/s

small detail but very enriching to the sound experience
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Old 07-23-2012, 06:29 PM
specta3 specta3 is offline
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Quote:
Originally Posted by Lord_Lovat View Post
I don't know what you mean by Arma school of tought (I know it's a game but I've never played it), but I just think bullet cracks are much more impressive and add a lot more to the immersion of the game. One of the reasons I play a wwII FPS game is to try and simulate that. I always try to find out if there is a realism mod for a game. 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.
About the grenades: I'm referring to how weak they sound in the game. You just can't ignore the fact that their volume is to low compared to the other sounds.

I really don't get your point about starving yourself for a week etc... That has nothing to do with what this topic is about.
Well you were talking about making the game feel more realistic and considering the average rations on the eastern front a little starvation would go along way to immersing your self in realism )

Sorry i just cant put the word realism in the same sentence as a computer game immersion yes but realism no . Each to there own i guess its a question of personal preference i for one think sound is that last thing they should focus on .


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Old 07-23-2012, 07:20 PM
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I don't know if anyone noticed, but if you snipe someone from a distance and hit them in the head, you will here the ding of their helmet even if it's at a 180m or so distance. Is that right? I've fired at a range at 100m and at metal bullseyes, at which the ding would barely be heard. At shorter distances it's definitely heard. But at such a distance I doubt it, especially considering that I can't hear a grenade going off at such a distance.
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Old 07-23-2012, 07:57 PM
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Yes, sounds from helmets are pretty much broken, audible at very long distances
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Old 07-23-2012, 08:17 PM
Calumhm Calumhm is offline
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There are two mistakes people often make with sound:

Posting youtube videos of gunfire. Camera microphones won't be better than what Tripwire used when the recorded the real guns.

Assuming Ro1's sound is realistic. I too love RO1's sound, but did you ever think that maybe it was a bit hollywood to make everything saturated in bass?



However, I do agree that I think there is something odd about volume in RO2.
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Old 07-24-2012, 12:51 AM
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Quote:
Originally Posted by specta3 View Post
Sorry i just cant put the word realism in the same sentence as a computer game immersion yes but realism no . Each to there own i guess its a question of personal preference i for one think sound is that last thing they should focus on .
How are ridiculous 'whoosh' sounds more immersive than loud cracks? How are hollow gunshot sounds more immersive than ones with some reverb behind them? That makes no sense.

In terms of sound, realism IS immersion.
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Old 07-24-2012, 01:07 AM
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Quote:
Originally Posted by Sarkis. View Post
Talking about ARMA, another thing that we could have is maximum speed of sound. In arma explosions happen out at a distance, and you only hear them seconds later: Speed of Sound: 340.29 m/s

small detail but very enriching to the sound experience
I'm kind of surprised more games don't do this.

Then again, considering the average engagement range in RO2 is about 100 meters or less, I suppose it would make little difference most of the time.

The metal "ping" for hitting the head (And the meatier "thwack" for hitting elsewhere) intentionally ignore range, to give feedback. It's not a bug so much as the default for Unreal that they never bothered changing.
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