kuIoodporny 45 Posted July 14, 2011 Well, I keep my mouth shoot... So that's how You record Your gunshot sounds? :D Share this post Link to post Share on other sites
purepassion 22 Posted July 14, 2011 @LJ i think this was ment as an compliment ;) explosions have to be terrifying! but really lets please all cut this sm comparison BS up and concentrate on this very nice sound system by TPM Share this post Link to post Share on other sites
LordJarhead 1725 Posted July 14, 2011 So that's how You record Your gunshot sounds? :D Ha ha ha, oh mate... yah, thanks for the hint... :D @LJ i think this was ment as an compliment ;)explosions have to be terrifying! but really lets please all cut this sm comparison BS up and concentrate on this very nice sound system by TPM Well, .... there will be always the sm comparison shit... there's no way to get around that. Even if you want to compare a sound from one mod with the other, theres always someone who's just telling his opinion... and we can never prohibit that... J Share this post Link to post Share on other sites
Smurf 12 Posted July 14, 2011 What the hell is this time wrong?^^ Why do you think there is an modular system? We, or even I should keep my mouth shut... Thats was a positive comment, wasn´t? Share this post Link to post Share on other sites
LordJarhead 1725 Posted July 14, 2011 Yah you know, my stupid english mate... just... just forget about that^^ Share this post Link to post Share on other sites
Berliner19 0 Posted July 14, 2011 Yah you know, my stupid english mate... just... just forget about that^^ Maybe he is drunked or something^^ Share this post Link to post Share on other sites
tpM 478 Posted July 14, 2011 The problem with this loudness thing is that if I make a 5.56 AR really loud without distorting it and losing the sounds details then I'll need to make 7.62 weapons even louder, .50 cal much louder than that and so on, which is very hard if not impossible. Share this post Link to post Share on other sites
maturin 12 Posted July 14, 2011 Yeah, I guess most modders just make large caliber weapons lower pitched with longer-lasting sounds to compensate. Share this post Link to post Share on other sites
LordJarhead 1725 Posted July 14, 2011 Well, as we have the possibility to add first and third person sounds, I guess it would be just fine if you have or add loud and brutal noises for the first person, no matter how loud they are. I know I will step on peopel's feet while saying that, but look at Battlefield 2, which has first and third person sound for each weapons, even the big ones. In firstperson they're all with the same loudness, only differences are the reverbs and the loudness in thirdperson. In first peron you could add all the fine mechanic noises of a weapon you would hear. Such as the noises of the loading bolt or the gas chamber and the shell-ejection... At least I would say, you will find the best way as usually ;) Jarhead Share this post Link to post Share on other sites
dysta 10 Posted July 14, 2011 We cannot expect too much for the realism, for example, the hardest part to simulate "Ringing ears" and "Phantom Echo". Share this post Link to post Share on other sites
-=anders=- 0 Posted July 14, 2011 In firstperson they're all with the same loudness, only differences are the reverbs and the loudness in thirdperson. In first peron you could add all the fine mechanic noises of a weapon you would hear. Such as the noises of the loading bolt or the gas chamber and the shell-ejection... Jarhead Cause BF2-BC2-BF3 uses stereo-sounds for 1st person view. We all know that with stereo sounds you can add ALOOOOT more power and details to the 1st person view sounds than with mono. Too bad this wont work with Arma2. Maybe its possible if someone figure out how to play one sound in stereo within 0-1 meter and the rest of the shots in mono. Code that huh, then we're all happy! :) Share this post Link to post Share on other sites
kuIoodporny 45 Posted July 14, 2011 Guess what we're experimenting with ACSE ;] Share this post Link to post Share on other sites
DeclaredEvol 10 Posted July 14, 2011 (edited) The problem with this loudness thing is that if I make a 5.56 AR really loud without distorting it and losing the sounds details then I'll need to make 7.62 weapons even louder, .50 cal much louder than that and so on, which is very hard if not impossible. Yeah I see your point, I wish I could oblige your opinion. It is true that if one weapon were loud, then the bigger one would be even louder. And of course, there is really a difference between a barrel and a cannon. For instance, on a M4 it is considered a barrel rifle because it is small and flare. On a cannon it is huge and machine like, definitely nothing you can do in consideration of that volume. However, if you heard the sounds I showed you from Infiltration... it doesn't show the cannons and big ass guns you would see on ArmA 2. But there are huge guns on Infiltration such as the M2, M60 or Gatlin... and the sounds are quite perfect for simulating a loud feel. Whenever I had played Infiltration, I didn't notice the game play as much as the powerful sound effects. I think more people have noticed the professionalism in that range of expertise than the crappy AI and map sizes. So my point is, if they did this damn explicit on a 2002 video game then it is far more possible on ArmA 2. If you try and pursuit these form of sound effects then it would require certain kind of of professionals, possibly even the ones from INF. Or I could try and make them my self, its only for the sake of the community that I wish even better things. Anyways, I am just filling in a little bit of solidity to my point. If you were to actually attempt some of the things I told you about, don't concentrate on exactly what the gun sounds like. But how powerful the guns are, and where the range of sound is lost while shooting it. The demonstration videos I showed you are exactly what is conceited in my opinion. I think since ArmA 2 supports more range of sound than Infiltration, then it would be just as easy to do than anything else on ArmA 2. I might have to make some sound demos for you just in case... and if you still don't prefer testing them on ArmA 2... I might start a project on making Extreme Pitch gun sounds... only if I can get a little more acquainted with sound modding on ArmA 2. I hope this gives you motivation, if not... I hope I can find a way to bring this idea into the community. It has always been my strive to become fond of peoples work, and possibly help or acquaint my ideas for a even more improved project. Thanks for responding, I understand your points clearly... Edited July 14, 2011 by DeclaredEvol Share this post Link to post Share on other sites
-=anders=- 0 Posted July 14, 2011 Guess what we're experimenting with ACSE ;] dobre wieści ;) Show us what u've got later then. Great work guys! Share this post Link to post Share on other sites
tpM 478 Posted July 14, 2011 However, if you heard the sounds I showed you from Infiltration... it doesn't show the cannons and big ass guns you would see on ArmA 2. But there are huge guns on Infiltration such as the M2, M60 or Gatlin... and the sounds are quite perfect for simulating a loud feel. Yes, I was amazed by those sounds. I'll try to do something similiar. Share this post Link to post Share on other sites
DeclaredEvol 10 Posted July 15, 2011 (edited) Yes, I was amazed by those sounds. I'll try to do something similiar. Ok, I'll produce you some extra sounds... thanks for working with me... ---------- Post added at 12:24 AM ---------- Previous post was Yesterday at 11:04 PM ---------- I found a recorded version of the weapon, and edited it to be louder and have more pop and pitch... enjoy :) AlphaM4A1.wav - 0.74MB Edited July 15, 2011 by DeclaredEvol Share this post Link to post Share on other sites
LordJarhead 1725 Posted July 15, 2011 (edited) Ok, I'll produce you some extra sounds... thanks for working with me...---------- Post added at 12:24 AM ---------- Previous post was Yesterday at 11:04 PM ---------- I found a recorded version of the weapon, and edited it to be louder and have more pop and pitch... enjoy :) AlphaM4A1.wav - 0.74MB You use this for first person? Maybe a bit low in bass. Try to make it loud at first and then fading out fast immediately after the first bang. Then fading in again to get a louder hearable reverb. I show you: I have some sounds from Project Zero, this one is in Stereo and for first person, just a test file: http://www.file-upload.net/download-3587029/1234.wav.html (0.71MB) Try it.... this is how I mean with fading out and in after the bang... kind of a blasttrauma... the fading is not so high, so its nearly unnoticeable, but its there. Also you could always edit the fade, to nearly get an zero point... Jarhead Edited July 15, 2011 by LordJarhead Share this post Link to post Share on other sites
dysta 10 Posted July 15, 2011 Hey guys, I have an idea. Why don't we get a Gas Blow Back airsoft pistol/rifle to record the "Mechanism noise"? I know it's not a real steel, but the system inside is close to the real one, and can be operate almost the same way. For example the GBB M4A1, it already have a bolt carrier and buffer spring, so it could almost work the same, as well as the mechanism noise too. Thus, we could separate the firing noise and gun mechanism noise to two parts, only the mechanism noise could be hear when in First Person or 3rd Person when very close. Share this post Link to post Share on other sites
LordJarhead 1725 Posted July 15, 2011 Hey guys, I have an idea.Why don't we get a Gas Blow Back airsoft pistol/rifle to record the "Mechanism noise"? I know it's not a real steel, but the system inside is close to the real one, and can be operate almost the same way. For example the GBB M4A1, it already have a bolt carrier and buffer spring, so it could almost work the same, as well as the mechanism noise too. Thus, we could separate the firing noise and gun mechanism noise to two parts, only the mechanism noise could be hear when in First Person or 3rd Person when very close. As you said, maybe not enough real steel noises. I can say, for my self, I have alot of good stuff with real weapons. Even while reloading these weapons you can use the sounds. While loading the weapon you have already a nice and clear sound, which can be used in the editor. Just a bit work, timestretching and pitching, and it would be nice. Its just the work we would have to do this. And thats the point: We, or at least I always want to make a sound done. I don`t want to play around with a sound again and again. Every change on it make it sounds different, and at some point, its totally sounds shite... just because of overediting it. Well, with this new system here, we are able to make it, all we ever wanted to make. 1p and 3p, distance, area-based echo`s. Alot of new stuff. Well, soundmod-making will for now on take alot more time I guess :bounce3: Jarhead Share this post Link to post Share on other sites
dysta 10 Posted July 15, 2011 (edited) As you said, maybe not enough real steel noises. I can say, for my self, I have alot of good stuff with real weapons. Even while reloading these weapons you can use the sounds. While loading the weapon you have already a nice and clear sound, which can be used in the editor. Just a bit work, timestretching and pitching, and it would be nice. Jarhead Well, I mean the firing noise of the GBB toy: SCAR-L (MK16) You know, there's also have more detail or noise like the impact of the buffer spring, trigger group releasing, the bolt carrier's sliding rasp when firing. Could these little "tinkles" also be edited and manipulated from real steel without firing it? EDIT: Oh, one more thing. The single-journey of the bolt carrier/slide noise effect (when drying a weapon) is also counted, as well. Edited July 15, 2011 by Dysta Share this post Link to post Share on other sites
mr_centipede 31 Posted July 15, 2011 Is this the same as (or continuation of) the HARCP dynamic sound mod? Share this post Link to post Share on other sites
Archosaurusrev 12 Posted July 15, 2011 Well, I mean the firing noise of the GBB toy: SCAR-L (MK16) You know, there's also have more detail or noise like the impact of the buffer spring, trigger group releasing, the bolt carrier's sliding rasp when firing. Could these little "tinkles" also be edited and manipulated from real steel without firing it? EDIT: Oh, one more thing. The single-journey of the bolt carrier/slide noise effect (when drying a weapon) is also counted, as well. This shit be expensive you know, not some < 200 $ normal Airsoft guns. Share this post Link to post Share on other sites
DeclaredEvol 10 Posted July 15, 2011 (edited) @LordJarhead -- Yeah, the pitch volume was step number one... soon I'm adding a echo or reverb that will make it sound as if the sound traveled... and then I'm going to add a bigger kick to the first second of the pop... and then possibly make a copy of the same sound and twist it up a bit so when the rifle is fired... you hear both the original sound effect and another combined making a kind of dynamic sound. As for the idea of range and distance from the gun, this would be the sound most likely with the person shooting the gun... I will produce demos for possible further distances, and since they don't produce the exact sound of the rifle... you guys don't have to use them of course these are just demos! The entire point of this is to demonstrate real loudness, and if it is actually possible to bring it to the game. Its tough, and it would be hard... but it is actually possible. Now for the M2 and the bigger guns, I would imagine maybe a base kick start and then a loud fade out... that's what I imagine being right on the money. The extra idea, with the whole combination thing might not be that realistic sounding or more futuristic... so that idea is still at hold... thanks for the feed back... and I like your demo :D @Dysta -- I think it is actually possible to put a little bulk into the sound just so a person can hear the bolt carrier in action... I'll tinker with it again tonight some time... As for the project leader of ACEX SM... I'm just going to let you and Jarhead kind of direct what I should do with the sound... I know since it would be loud it also needs to be solid and not too hollow sounding. I think since there is a cutoff frequency and the amplitude itself, it may just take tweaking of extra effects to get the job done... I'll report back to you guys when I get the next update. Edited July 15, 2011 by DeclaredEvol Share this post Link to post Share on other sites
LordJarhead 1725 Posted July 16, 2011 Well, sounds good to me! I have some questions for the System itself: First: How many sounds will we have per weapon? I mean, firstperon blast, thirdperson 50/100/200meter, echo's. How many sounds we would need for one weapon like M16? Second: The distance sounds are getting played one after one ? I mean, you only hear the firstperson sound while in firstperson and only this sound will be played? For example: With WarFX Blastcore we always have all sounds getting played at the same time. Firstperson and the distance, only firstperon sounds cutted out eralier. So the sounds will be played step by step, first the 50M, then the 100M and then the 200M Sounds for example? Yah, hardly to describe if you are like a nut in english he he. Also there was this feature in ACE which makes you deaf while not using earplugs. Is there maybe the possibility to add this effect, really short after the shots? So you shooting a weapons, and after the blast, lets say 0.5 Seconds after, its going low in volume for some seconds. So first, we hear everything, birds, the environment, the forest, our steps, the gear. Then the shot, everything is totally faded out and slowly fading in again... Just an Idea, maybe its possible... Jarhead Share this post Link to post Share on other sites
dysta 10 Posted July 16, 2011 This shit be expensive you know, not some < 200 $ normal Airsoft guns. Of course. This is a serious problem, too. Not all the sound effect artists are that rich and deep interest in airsoft... @Dysta -- I think it is actually possible to put a little bulk into the sound just so a person can hear the bolt carrier in action... I'll tinker with it again tonight some time... As for the project leader of ACEX SM... I'm just going to let you and Jarhead kind of direct what I should do with the sound... I know since it would be loud it also needs to be solid and not too hollow sounding. I think since there is a cutoff frequency and the amplitude itself, it may just take tweaking of extra effects to get the job done... I'll report back to you guys when I get the next update. Well, all I could do is find out more from YouTube, hearing a lot of sounds from real steel and GBB airsoft makes me aware a lot more noise detail than before. Oh by the way, is there any possible to record the suppressed firing sound without gun mechanic movement's noise? Share this post Link to post Share on other sites