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Some easy to digest weapon audio feedback

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  • Some easy to digest weapon audio feedback

    In light of Tripwire's increased community engagement in the form of update videos and requests for community feedback I felt it would be a good time to mention my issues and suggestions for some elements of weapon audio in KF2. A couple of the new weapon additions really spurred me on to make this and I hope you'll consider my suggestions valuable.

    Each of the new weapons in this update conveniently fit into one of three categories; rifle, launcher and melee weapon. I will be comparing these against older weapons in the same category which I believe to be of a much higher quality and will hopefully demonstrate what seems like the slow decline in sound quality which seems to have come to a head with these new weapons. The quality will go from top to bottom with top being the best. I have included a link to a demonstration of the sounds for each weapon mentioned below to help you easily compare and contrast along with my own personal thoughts of what I think makes them good / bad.




    Rifles:

    AK12 (https://puu.sh/BZcPX/4880162941.webm)

    One of my favourite weapons sounds in the game. Sounds incredibly punchy which is what all rifles should strive for to some extent. The precussion of the firing lines up perfectly to the animation. I consider this to be the gold standard for weapons, specifically commando's weapons.

    SCAR (https://puu.sh/BZcUz/06df759dfb.webm)

    Has a powerful sound similar to the AK but sounds higher velocity and more accurate. Power of the rifle is really driven home by the echoing that can be heard after putting out a few rounds

    M16M203 (https://puu.sh/BZcYe/ce609c97c8.webm)

    Another great example, meaty sound when firing mixed in with some mechanical sounds which help show the grittyness of the rifle and show it's age compared to the newer ones shown above

    FNFAL (https://puu.sh/BZdbb/1d5e594320.webm)

    I felt this was a missed opportunity to really show the power of a gun like this. I understand that the idea of this from a gameplay perspective is to be used in single fire mode which does have a good sound. But the full auto is such a let down. When you pull this ****er out you're expecting big things, especially with the cost and size of it. You're crazy enough to put this thing in full auto and eat god's own recoil and your hit with such a meek sound you'd think medic was firing his SMG behind you. I'm fairly certain this sound is identical to the L85 which is a disappointment to say the least. Also why exactly do the shells seems to be coming out of the barrel?

    HMTech-501 (https://puu.sh/BZd4g/00f4c96733.webm)

    This is what I would consider to be the start of the decline for sounds when it came to rifles. I was never fond of the sci-fi sound of the medic weapons as they just seem to comical. It's very possible to make futuristic sounding weapons that don't sound goofy. The updated HMTEC-501 we're hearing here has to be the epitome of "pew pew" which I really don't think fits with KF2 as a whole and fails to deliver a satisfying feeling when killing zeds which is ultimately all this game is about. One credit I have to give is the mechanical parts of the gun you hear when reloading or inspecting the weapon are amazing. This is perfect for a sci-fi weapon.

    Tommygun (https://puu.sh/BZdgd/6fdc92391e.webm)

    The Tommygun is literally what compelled me to make this post. I've had a lot of weapon sounds I like and don't like in KF2, it's really a mixed bag. The Tommygun is what drove me over the edge. There's no continuity to the shots. Every round fired so clearly sounds like an individual sound file looping over itself and pulls you right out of the game when you hear it. It sounds super weak and barely sounds like a gun in my opinion. The sound of more than one of these things firing at once (which you'll hear a lot during this update) is plain ridiculous. I did honestly expect the Tommygun to have a satisfying 'pop' with each shot but something about it just sounds really off. (As was the case with the FAL, the shells look like they're coming out of the barrel).




    Launchers

    The bloop of a tube is easily one of the most iconic sounds you'll hear so it's very important to get it right and make sure every shot feels like you're firing a devastating payload. The delay between that loud bloop and the detonation is exactly what matters when using these.

    M79 (https://puu.sh/BZdnh/18d38b73a9.webm)

    This is what I feel is the best 40mm launcher sound we have in the game right now. Much like the M16 it's powerful but also has gritty mechanical undertone to it which really shows it's Vietnam era age

    M16M203 (https://puu.sh/BZduX/0fef24f932.webm)

    Sounds very similar to the M79 which is a great compliment to the M16 itself. No complaints at all other than maybe it could sound a little more distinct to the M79?

    HMTech-501 (https://puu.sh/BZdqw/168a240667.webm)

    Same as above, sounds similar to other launchers. Maybe a little something to make it sound more like it's being launched via a futuristic mechanism to fit in with the futuristic aesthetic. As I mentioned in the rifle section the mechanical sound effects around the launcher are really satisfying to hear mid-combat.

    M32 (https://puu.sh/BZdkC/7dc19faac1.webm)

    This thing goes right off the deep end in terms of quality. It sounds so incredibly weak which really doesn't feel right of fit with the devastation you're about to deliver




    Melee Weapons:

    Zweihander (https://puu.sh/BZdF7/293f752127.webm)

    This really has some incredible audio work behind it. The draw sound is really menacing and you can hear a huge amount of weight with each swing which makes you feel like you're swinging an unstoppable object even if you aren't because the weapon's pretty garbo now. But that's the beauty of good audio. I feel more compelled to use it because it seems like I'm doing work even if I am just tickling zeds.

    Bone crusher (https://puu.sh/BZdK1/94156d5de7.webm)

    Lots of care has gone into this one too. The sound of the shield bash is super menacing and the swings themselves sound really powerful. Really fits the image of the weapon perfectly.

    Crovel (https://puu.sh/BZdzD/66974a6e93.webm)

    The Crovel has an amazing sounds when swinging and I think it conveys it's movements and weight perfectly. Your light attacks sound swift and really have a convincing sound of metal cutting through the air at high speed. The heavy attacks get the perfect sound of air resistance you would expect to hear when swinging the flat face of a shovel. This feels very satisfying to use in the early waves as a result of quality sound design

    Katana (https://puu.sh/BZdLE/dcb5c764ef.webm)

    Great sense of speed from this audio. The weapon feels sharp from the sounds of it cutting through the air along with the reverb you can heard through the steel after each swing

    Fire Axe (https://puu.sh/BZdRT/c6ac8ec7b4.webm)

    Much like the rest of the newly added weapons this one seems WAY below the standard of ones that came before it. It's very quiet and really seems to have no distinct sounds that make it feel unique. Those swing animations feel really flat too as they basically just move along a straight X/Y axis. Some heavier and louder audio to really bring across the heft of a fireaxe would really help it. Maybe some sound of hand contact on the handle to make it sound like the player is readjusting it in his hands after a heavy swing.




    Bonus points:

    The audio for shells and mags is either incredibly quiet or non-existent. You might notice in all of these clips as well as the ones I've posted below that the audio for spent casings as shells seems to be almost completely absent. This may be completely personal preference but the sounds of guns firing for me in fiction always goes really well with the sound of casings hitting the ground to really emphasize all the ammo you're chewing through. I don't think these sounds necessarily need to overpower gunfire but do need to be distinguishable during gunfights as they can be immensely satisfying and really amplify the sound and feel of gunfire. Example of how it can sound when done right:

    https://youtu.be/2zw8SmsovJc?t=622

    You can see in the current state the audio for shells is prioritized WAY below the sound of gunfire even in near silent scenarios like I've shown below. Even when they are audible, any brass casings just sound like microscopic metal scraps hitting the ground. I'm fairly certain the M32 reload is a bug where each of the six 40mm casings sound like pistol rounds

    https://puu.sh/BZe4x/047d8a9858.webm

    https://puu.sh/BZecg/67b171f5c1.webm

    https://puu.sh/BZe8F/554abc3d0b.webm

    https://puu.sh/BZdTI/a224177e98.webm

    You can see in the videos below that there is no audio for mags hitting the ground regardless of size whether it's the small mag of a 9mm or the box mag of a Stoner

    https://puu.sh/BZdYD/3515629bcd.webm

    https://puu.sh/BZe08/ebb7a9b811.webm

    If this isn't something Tripwire have the time to implement then I think the community would greatly benefit from better audio modding support to achieve the sounds we really want to hear out of a game like this.

  • #2
    Wow, what an excellent, thorough display. Kudos to the depth and extent you went through to make your case.

    Whoa, what? THAT'S what the 501 sounds like now? But it had such a beefy heavy rifle sound before. Where'd it go then? Perhaps they'll put it on the FAL? It'd be an improvement over the L85 copy/paste job, that's for sure. I'm not quite sure why it is why it is now, but using imagined caseless ammunition is a curious case, since there's so few professional examples of such to go by. I guess it allows TWI to make up their own imagined Pew Pew, with mixed results.

    And yes, Tommy is in a terrible state. I didn't catch that bit about the audio looping myself, but now that you mention it, it just makes things worse. Also, the looping isn't consistent with the gun's rate of fire - it's too slow. Shoot 10 shots with the Tommy, and you only hear 8. I really don't get how it could be this bad. Copy/Pasting/Editing the UMP sounds to match its RoF would have been an easy solution. Maybe almost a perfect fit, even.

    I didn't even notice the M32 sound while trying it out. But while I do like the M79/M203 *FOOMP* better, it's important to note that the real deal is even quieter. "M32 Milkor" should quickly bring up some demo videos of the weapon at very close range. It's sort of disturbing how quiet it is, and the default ammo type doesn't even make much of a visible bang (I guess we're using HE rounds or something).
    Last edited by Servalion; 11-10-2018, 01:30 PM.

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    • #3
      I agree- the recently added audio is a huge step down. It reminds me of the differently-mixed audio they added later on in KF1, with the MK23 being way louder than it should have been.

      Also, good catch on the misplaced shell ejection. That should definitely be fixed.

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