Sound

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

PEN-15

FNG / Fresh Meat
Sep 11, 2011
1
0
0
I've posted this to a IC:V forum also, but as this mod also takes place in a jungle it affects here too:

What I would like to hear in the jungle maps is deep and loud presence of nature. Sounds of birds and insects, and the sound when you crawl trough a bush. The sound of rain dropping on leaves, footsteps on wet mud, bullet hitting on a moist tree next to you. One easily forgets when living in a city, that the forest is pretty loud. Sound is most important factor -besides of graphics- of creating immersion. This could somewhat maybe used for creating "It's too damn quiet here" -feeling, when the enemy is moving nearby. Of course not forgetting the sound of distant gunfire, explosions and vehicles.
 

Nestor Makhno

FNG / Fresh Meat
Feb 25, 2006
5,758
1,118
0
57
Penryn, Cornwall
Ambient sounds are important - especially in a jungle. Problem with sounds of wildlife - birds and stuff like that - is it pretty much shuts up the instant guns start firing. We will be making full use of a whole range of ambient sounds though - we have a couple of very good sound guys.
 
Last edited:
  • Like
Reactions: mrman54 and Forssen

Nenjin

Grizzled Veteran
Apr 30, 2009
3,879
480
83
Sub-Level 12
All I can say is: don't forget the wind.

So many games act like there's no wind. Maps like Gumrak, wide open snow plains, you'd bet there'd be wind!

For RS I kind of imagine breezes rustling foliage. A counter point to the gunfire and chaos that you notice when it all goes quiet. I think it's easy to rationalize away details like that in a FPS, but atmosphere isn't always about the screams, gunfire and action.
 

Mosin

FNG / Fresh Meat
Jul 28, 2011
140
150
0
The death sounds for the Japanese (which are the only ones we have done so far) are VERY gruesome and upsetting. Guaranteed.

Good and bad to hear. Red Orchestra is the only game that's ever made me feel bad for shooting another player!
 

Vyllis

FNG / Fresh Meat
Jun 3, 2010
598
169
0
Versailles, France
I must say that RO:HOS really lack of ambient/local sounds. If you load an empty map, it's really quiet. Or the sound volume is damn too low.

Example: You can see on some RO:HOS map the effect of the wind on the tree, the grass and the smoke in the background. But you hear really nothing.
Even on the 4rth floor of Pavlov house or the Russian silo, you didn't hear a lot/or nothing.

Same thing on the snowy maps, some pretty good fresh wind sounds would be great.

I hope to hear at least some insects in RS. A good example regarding flora sounds is what BIS did whit the arma series. Awesome.

Ah, and don't forget when people pass trough bushes it make some noise.
 
  • Like
Reactions: Zookerman

fandango831

FNG / Fresh Meat
Jan 31, 2012
11
3
0
I would like to suggest working on the sound of incoming/passing rounds. In RO2 bullets sound like whooshes of air rather then an actual bullet breaking the sound barrier. In the firefights i've been around bullets make a reasonable crack as they pass near you and gradually decrease in sound relative to their distance to you. Here's a nice quality video of said cracks: Bullet Impact... AR-15 - YouTube
 

fandango831

FNG / Fresh Meat
Jan 31, 2012
11
3
0
I agree that the ambient sound needs to be more abundant, however I also feel that firefights lack a certain feel to them. The weapon sounds in RO2 are amazing, but when i'm engaged bullets passing by sound like whooshes rather then supersonic cracks. At the distance these fights take place in the rounds should easily be moving supersonic. Just the sheer sound of a bullet cracking overhead is insentive to keep in cover and not move. Here's a nice vid demonstrating my point: Bullet Impact... AR-15 - YouTube