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What are the most important sounds for you while using JSRS?  

179 members have voted

  1. 1. What are the most important sounds for you while using JSRS?

    • The weapon sounds!
    • The vehicle sounds!
    • Environmental sounds!
    • Explosions, Soniccracks, Bullethits, the sound of danger!
    • The script features like the "distance sounds"!
    • Everything combined! The whole Mod itself is important.


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Well, I don't know how a real bullethit sounds like, never was so close on something like that :D Maybe theres an expert around here, to tell us, how they really sounds like.

But I keep looking for some interesting stuff. Thanks cash.

Jarhead

Maybe look here Jarhead....

http://www.sounddogs.com/subcategories.asp?Type=1&CategoryID=1027

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Now, at the end it's my decision. Honestly, they don't NEED to do anything!

I guess I let them like they are, if you don't like them, feel free to delete the JSRS_Movement_c.pbo and you free of the unnatural stuff!

So guys, after a while I want to rework the bullethits as well. They need a bit more realistic touch. But its really really hard to get good bullethit sounds. I do not want to run outside with a hammer and bang around on stones.^^

And I had an idea. There are mostly two kinds of the same ammo type. For example we have B_762x54_Ball and B_762x54_noTracer. Does that mean, that the B_762x54_Ball is a tracer?

In that case, I can address the tracer ammo in the config and give them its own bullethits. I had the idea, to give the tracers an light and from time to time upcomming sound for simulating the burning of the flareignition with a slight flaresound.

If a tracerbullet hits, it hisses short time after that. Since the tracer is not "always" go out on impact, they continue to hiss a short time after the collision, "burn" perhaps even on the floor. I saw that some times ago, and I was wondering what that was. Well, its the tracerammo which is not always working like it should^^

So thats would maybe a nice effect.

Forget about that^^ Doesn't working. The distancesound will be played just a hald second after the shot... making it sounds horrible^^ Sry

Jarhead

Given a couple weeks, I could probably get a good set of real bullethit sounds recorded for you.

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Btw, I listened to these, and it sounded like I was watching an old clint eastwood movie. 'Cept with these, they had the fake hollywood sounds, without the badass holding a gun to make up for it.

The side says: Downloadable Sound Effects since 1997... I thought FROM 1997^^ but its for free and thatswhy they have to sounds like that^^

Given a couple weeks, I could probably get a good set of real bullethit sounds recorded for you.

You would really be able to do this? I mean, I would need a huge number of sounds mate. Not even just 9mm or 5x45, I would need sounds for different materials, Iron, Metalplats, Earth, Concrete, Sand, Wood, Walls, Stone, Glas, Body (just some clothes). Also for each material I would need 15 different sounds, and for all ammo types different sounds too.

I mean I just cant use sounds from a 127x99 bullet for a 9x18mm^^ But I could rework it... I guess..

I would need as said: 13 Bodyhits, 8 concretehits, 8 earthhits, 8 hardearth (just the same as earth I guess), 8 foliagehits (bullet in trees and bushes) 10 glasshits, 12 armoredglass (just glas, I can mix something) 10 ironhits, 12 metalplatehits, 5 rubberhits like tires, 10 wallhits and 12 woods.. and thats not all. I need these all (around 120) for 9x18, 9x39, 127x99, 127x108, 545x39, 556x45, 762x39, 762x51, 762x54 and Bullet_medium, some custom sounds. So, all in all I would need over 1000 sounds mate! :D

So I guess its hard to get just half of them. So just for you to see, how much I would need at least.

So maybe we can find a way in between. I mean, ammo is cheap in USA and you can buy the small stuff like milk in a supermarked :D But at least, firing 1000 rounds will be a lot. So tell me what you think about it.

Thanks anyways for your offer. I have to aware that I will start on ProjectZero soon, with my team. So maybe there will be not enough time for you, in that case, I would say you can, IF YOU WANT, do these recordings maybe for PZero.

But lets just talk about that first.

Jarhead

Edited by LordJarhead

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Heh, I have all of those ammo types, except the .50 And plenty of acreage with plenty of crap to shoot at. So not saying that it could be 'finished' in 2 weeks, but there could be progress on the most notable ones, and eventually a full completion.

With bullet sounds specifically, recording sounds just gives me an excuse to shoot more. ;)

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Oh mate, this would be awesome! I mean, I actually have no change to get my hands on a weapon and shoot on stuff by myself... in germany its not so easy to doing such stuff^^

I guess we can start with some familier ammo types like the 556x45, 762x39 or so. 9mm is not as much notable. And just to see if we can work with that, mate!

I would be really appreciate this, corze thats a really nice detail nobody else have :D

Thanks so much,

Jarhead

Edited by LordJarhead

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All this post editing is killing me LJ :D

EDIT:and i guess the jackie is also doing his part quite well if you know what i mean :D

EDIT:

for being such an Schrotthirn!

ehh sorry?!?! English only here! :p

EDIT:

blablabaa

670070.jpg

503-im-sorry-i-cant-hesfz9.jpg

:D

Two german guys doing what they can do best: Being drunk ^^

I'm sorry...

Edited by PurePassion

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I never edited anything... don't know what your talking about ect. pp. :P

EDIT: I just edited an entry of this little shiny comment because PP was not satisfied with my English! So I have to apologize myself for being such an Schrotthirn!

EDIT: e pervertidos!

EDIT: hes doing something well for you my friend i guess^^ I don't like him so much, i prefer my russian friend over here! :D

EDIT: Oh english only? So who the fuck lets you in here?:D (Argh, your english is much better then mine, I'm sure of that!) Do you know what happens if Paris Hilton dies?? Then you're the stupidest WOMAN in the world!! He he he he

EDIT: What? Nothing to say? Yah, its hard to write something while you're drunk^^^^ I feel the same way!

is trying to say something

EDIT: Must show pictures to express themselves! Yes, that's really hard!^^

Ha ha ha ha^^ I love that mate! You're the best dude ! :cheers:

^^

Jarhead

I know I always want to have the last word, but: You're so ugly that your parents have to feed you with a slingshot! :D

Edited by LordJarhead

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Oh mate, this would be awesome! I mean, I actually have no change to get my hands on a weapon and shoot on stuff by myself... in germany its not so easy to doing such stuff^^

I guess we can start with some familier ammo types like the 556x45, 762x39 or so. 9mm is not as much notable. And just to see if we can work with that, mate!

I would be really appreciate this, corze thats a really nice detail nobody else have :D

Thanks so much,

Jarhead

Np at all. Sound is one of the most important things in a game for me, so if I can help you improve my game by doing the things I already enjoy doing, it's a win win situation. ;)

Within two weeks, I should have some new equipment. Stereo small diaphragm condenser microphones, one large diaphragm one, and a new mobile mic amp. That'll give me the chance to to record high gain/low gain together to mix together to get past the typical clipping while recording something like gunshots. So each sound should have three distinct channels to play with to get higher dynamic ranges.

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Ok, that sounds sweet so far! I guess you have to stand a bit far away while recording, even on 230yards you can still hear the gunshot louder than even the hit, and we don't want you to put your mic's so close to the "danger zone"... is may getting hit (Don't want to say you'r bad shooter, I talking about the peaces may flying around). But as you said, big and small diaphragm mics can get around of the clipping errors. So its fantastic to have a big AND a small diaphragm!

The smaller the microphone capsule, the more neutral the sound. In recording situations, large diaphragm microphones are therefore often used to color certain instruments or voices, for example, solo parts, especially vocal highlight. Therefore, the sound of a large diaphragm microphone is often used for sound design. The major advantage is the larger capacitor area capsules - with it increases the basic sensitivity of the microphone. For a given pressure produces a larger capsule, a higher voltage signal, which improves the SNR of the following preamplifier with otherwise identical conditions.

Be included in a situation where the shot noise will be recored, it is difficult to find a suitable microphone. The deep bass often distort the sustained high frequencies of the sound field at the beginning. With the impacts this should never be a problem, since the pressure point is located much further away. At least, you should try soem testshots on targets to match up the positions of the mics.

You using supersonic ammo or subsonic? May also an imoirtand thing to think about. Supersonic are causing, yes, we know, soniccracks. So you would have to place the mics nearly close to the target and NEVER in front of it. But hey, just do some testings when you have your stuff together and we will see whats happening. I'm really excited for my part :D

Yah, audio is a very important part of a game. On the one hand, it gives almost as good as pictures of what happens, on the other hand, no element contributes more to the atmosphere of a game. I can not understand how BIS can just omit it in a simulation.

Thanks so far,

Jarhead

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congrat's for this sound addon . it's gorgeous.

but the M107 has several shot sound. is it intended ?

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So, I put everything together and started a new campaign, played till third mission or so, where you have to talk to lieutenant Marny or what ever his name was^^ No RPT's for JSRS content. Seems to be clear so far. Played with JSRS 1.4, TrueUsers, ZeuAI, CBA and RSLO.

Jarhead

PS: Yah it has several sounds, all weapons havve 4 or 8 sounds.

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Ok, that sounds sweet so far! I guess you have to stand a bit far away while recording, even on 230yards you can still hear the gunshot louder than even the hit, and we don't want you to put your mic's so close to the "danger zone"... is may getting hit (Don't want to say you'r bad shooter, I talking about the peaces may flying around). But as you said, big and small diaphragm mics can get around of the clipping errors. So its fantastic to have a big AND a small diaphragm!

The smaller the microphone capsule, the more neutral the sound. In recording situations, large diaphragm microphones are therefore often used to color certain instruments or voices, for example, solo parts, especially vocal highlight. Therefore, the sound of a large diaphragm microphone is often used for sound design. The major advantage is the larger capacitor area capsules - with it increases the basic sensitivity of the microphone. For a given pressure produces a larger capsule, a higher voltage signal, which improves the SNR of the following preamplifier with otherwise identical conditions.

Be included in a situation where the shot noise will be recored, it is difficult to find a suitable microphone. The deep bass often distort the sustained high frequencies of the sound field at the beginning. With the impacts this should never be a problem, since the pressure point is located much further away. At least, you should try soem testshots on targets to match up the positions of the mics.

You using supersonic ammo or subsonic? May also an imoirtand thing to think about. Supersonic are causing, yes, we know, soniccracks. So you would have to place the mics nearly close to the target and NEVER in front of it. But hey, just do some testings when you have your stuff together and we will see whats happening. I'm really excited for my part :D

Yah, audio is a very important part of a game. On the one hand, it gives almost as good as pictures of what happens, on the other hand, no element contributes more to the atmosphere of a game. I can not understand how BIS can just omit it in a simulation.

Thanks so far,

Jarhead

Basically what I plan is to use the 'new' mic setup as an actual gunshot recorder. I can set one pencil condenser mic on low gain, the other on high gain, and then the large diagragm right at the clipping limits, this way it will catch the entire range of the gunshot in one channel or another. Then you can take the three channels and mix them together for the full dynamic range.

As for Bullet hits, I'll probably use the same method, and then experiment to see if I actually have to work so hard to get the right sound.

And for mic placement, I'll probably be shooting at 300m with the Microphones about a foot away from the target. At that range, if I am shooting so sloppy that I hit a mic, I deserve to lose it. :P

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congrat's for this sound addon . it's gorgeous.

but the M107 has several shot sound. is it intended ?

I think you're talking about a big echo.

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Basically what I plan is to use the 'new' mic setup as an actual gunshot recorder. I can set one pencil condenser mic on low gain, the other on high gain, and then the large diagragm right at the clipping limits, this way it will catch the entire range of the gunshot in one channel or another. Then you can take the three channels and mix them together for the full dynamic range.

As for Bullet hits, I'll probably use the same method, and then experiment to see if I actually have to work so hard to get the right sound.

And for mic placement, I'll probably be shooting at 300m with the Microphones about a foot away from the target. At that range, if I am shooting so sloppy that I hit a mic, I deserve to lose it. :P

Ha ha, oh I hope not mate^^ I guess you'r good shooter, don't know why, have a good feeling about that :D

While mixing three channels to one is usually a bit difficult to find a compromise. All over each other will ruin the sound, because the spikes are driven through the heights. Don't know how to explain in english:

We have three sounds then. Each sound has a highest level of the spikes. Three sounds together have three time larger spike and they will for sure getting over the levelborder of the highs and breack a valid sound.

But I can work around that! But also I would have to watch these sounds, the highs, to know what to add with what percentage part! So, 50% of sound one, 25% of sound two and 25% of sound three for example.

But feel free to test and take you time! No rush on that. We can just try it and see what we can archive with that. Be happy to hear some of these awesome stuff mate!

Jarhead

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We have three sounds then. Each sound has a highest level of the spikes. Three sounds together have three time larger spike and they will for sure getting over the levelborder of the highs and breack a valid sound.
Use compression on each sound in small amounts to trim the height and then compress the final output or put all three into one channel and compress that. Subtle compression to handle the peaks but not enough to squash and punch the sound into fake land :) .

A compressor or limiter plugin is your friend in this process, without it you will have clipping & peak fun times.

If the above is using said mics and process then you will probably only need to lightly compress/limit the final 3 sounds to level off the peaks.

Edited by mrcash2009

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Use compression on each sound in small amounts to trim the height and then compress the final output or put all three into one channel and compress that. Subtle compression to handle the peaks but not enough to squash and punch the sound into fake land :) .

A compressor or limiter plugin is your friend in this process, without it you will have clipping & peak fun times.

If the above is using said mics and process then you will probably only need to lightly compress/limit the final 3 sounds to level off the peaks.

Thats kinf of what I was trying to say. I don't want to fool my self here, but with plugins like Clipping detection or clipped peak restoration, I surely be able to archive some nice stuff^^

As said, I'm not a pro, just a kid playing with a editor. Don't know why people loves that so much :D

Jarhead

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As said, I'm not a pro, just a kid playing with a editor.

You dont need to be a pro to use it, stop selling yourself short! :)

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is the latest version of your mod on Six updater? and do i have to remove acex sm to use it with ace?

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is the latest version of your mod on Six updater? and do i have to remove acex sm to use it with ace?

Yes, should avaiable on SU, if you want to be sure, feel free to download the hotfixpatch 1.33 in the thread download section. And yes, you should remove the ACE SM because they will overlapping each other while gaming with unknown consequences.

Jarhead

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Next Release: 06/19/2012

You ask for it.

I still think that's a little early... :D

---------- Post added at 15:28 ---------- Previous post was at 15:27 ----------

Where is 1.4 :)?

On his hdd ofcourse :cool:

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