purepassion 22 Posted May 25, 2013 is that what 'tickets' are for? This is it ;) Share this post Link to post Share on other sites
daze23 1 Posted May 25, 2013 This is it ;) hmm, I thought they were more for reporting bugs, but I see there are feature requests Share this post Link to post Share on other sites
jumpinghubert 49 Posted May 25, 2013 ........my point is exactly about how static, muddy and punchless this sound is ..... I don´t like it too. I think its not a matter of taste. Compared to the other high quality gun sounds its obviously muddy und punchless. I hope its a placeholder. Share this post Link to post Share on other sites
NeuroFunker 11 Posted May 25, 2013 this must be placeholders, because there weren't any sounds in provious patch for the snipers. This are "right from the desk" samples, without much polishing. Share this post Link to post Share on other sites
afp 1 Posted May 25, 2013 that awfull fart sound with static overdone reverb, as a sound engineer myself i'd like to say it's crap, pure crap, no offense BIS, you probably know it yourselves :) i believe in you and your common sense)) I'd also very much like to see your version for this sound. I find it a bit overdone too, too much reverb indeed. Keep in mind that there is a single sound for a weapon, that should hear well both when shooting the weapon and when hearing it from distance. Actually, the reverb is more for distance, when shooting the weapon its less "real". The sound is still crap and work in progress, I'd love to see it finished once and for all. Some constructive suggestions probablly will help, especially coming from a sound engineer. I've tried to fix the footsteps myself (see signature), but there are internal bugs, you could try to make a minimod for the sniper sound and we all can see how it is. Share this post Link to post Share on other sites
NeuroFunker 11 Posted May 25, 2013 I'd also very much like to see your version for this sound. I find it a bit overdone too, too much reverb indeed. Keep in mind that there is a single sound for a weapon, that should hear well both when shooting the weapon and when hearing it from distance. Actually, the reverb is more for distance, when shooting the weapon its less "real".The sound is still crap and work in progress, I'd love to see it finished once and for all. Some constructive suggestions probablly will help, especially coming from a sound engineer. I've tried to fix the footsteps myself (see signature), but there are internal bugs, you could try to make a minimod for the sniper sound and we all can see how it is. i've said nearly the same before. He might say you are trolling him as well. lol Share this post Link to post Share on other sites
NeuroFunker 11 Posted May 25, 2013 No, I'm really serious. so i'm. The "inbuild" reverb in samples will stay, untill BIS finally adds full EAX/reverb/sound occlusion whatever thing. But current samples, making me afraid, they won't bother with it at all. Share this post Link to post Share on other sites
gpha5e 1 Posted May 25, 2013 (edited) i've said nearly the same before. He might say you are trolling him as well. lol i ask you once again - why should i? can you tell me? i'm not gonna prove anything to ppl on the webz i don't even know, you may think whatever you want, haters gonna hate, i also don't know why are you so butthurt? are you a BIS sound engineer who's oversensitive to criticism? ok, i'm done with you all :) even you guys can do better, just grab some good samples, layer them, EQ, compress and that's all, BIS currently haven't done crap about it, just an overdone muddy reverb tail - that's a fact, not just my vivid imagination, i didn't say it was bad and bis should burn in flames, i said it needed more work and i hope they make it alright in the end, as i know they can Edited May 25, 2013 by gpha5e Share this post Link to post Share on other sites
k0rd 3 Posted May 25, 2013 i ask you once again - why should i? can you tell me? i'm not gonna prove anything to ppl on the webz i don't even know, you may think whatever you want, haters gonna hate, i also don't know why are you so butthurt? are you a BIS sound engineer who's oversensitive to criticism? ok, i'm done with you all :) even you guys can do better, just grab some good samples, layer them, EQ, compress and that's all, BIS currently haven't done crap about it, just an overdone muddy reverb tail - that's a fact, not just my vivid imagination, i didn't say it was bad and bis should burn in flames, i said it needed more work and i hope they make it alright in the end, as i know they can It's not that you need to prove anything to anyone, but if you are able to provide a solution or advice to the sound engineers, you will help to improve the game that we all enjoy. I know that the sound doesn't sound "right" to me either, and I'm not a sound engineer or even skilled at critiquing sounds. Share this post Link to post Share on other sites
gpha5e 1 Posted May 25, 2013 It's not that you need to prove anything to anyone, but if you are able to provide a solution or advice to the sound engineers, you will help to improve the game that we all enjoy. I know that the sound doesn't sound "right" to me either, and I'm not a sound engineer or even skilled at critiquing sounds. ok, im actually getting interested in this thing, i'll try to analize stuff on youtube and come with my own solution Share this post Link to post Share on other sites
k0rd 3 Posted May 25, 2013 ok, im actually getting interested in this thing, i'll try to analize stuff on youtube and come with my own solution Very cool :) It almost seems to me that the current sounds are mixing both what it would sound like firing the rifle, and the reverb from a rifle crack mixed into the same sound. I'm probably not explaining that right, but it just sounds bad to me :) Share this post Link to post Share on other sites
killzone_kid 1330 Posted May 25, 2013 Well firing sounds exactly the same whether you are outside in the open or inside a building, same mighty echoing echo.I only hope this is because it is still Alpha. Share this post Link to post Share on other sites
gpha5e 1 Posted May 25, 2013 Well firing sounds exactly the same whether you are outside in the open or inside a building, same mighty echoing echo.I only hope this is because it is still Alpha. yeah i think they just added a random sample just for fun, untill the right one is ready :) or else it's going to be a bad bad joke :D Share this post Link to post Share on other sites
EDcase 87 Posted May 25, 2013 Yep, I hate the fake overdone reverb (echo) which sounds like you're in a tin can. You would get some of that effect firing in a wood/forest but its over done at the moment. Sound mods also over-did the effect too. JSRS was quite good overall but the indoor effect was way too much again. Sounding like in a cargo container which was great when you were in one but not so good in houses. Share this post Link to post Share on other sites
NeuroFunker 11 Posted May 25, 2013 Yep, I hate the fake overdone reverb (echo) which sounds like you're in a tin can.You would get some of that effect firing in a wood/forest but its over done at the moment. Sound mods also over-did the effect too. JSRS was quite good overall but the indoor effect was way too much again. Sounding like in a cargo container which was great when you were in one but not so good in houses. well, there were no sound occlusion at all, so it was better then anything. Share this post Link to post Share on other sites
afp 1 Posted May 25, 2013 ok, im actually getting interested in this thing, i'll try to analize stuff on youtube and come with my own solution Share this post Link to post Share on other sites
gpha5e 1 Posted May 25, 2013 http://images.wikia.com/playstationallstarsbattleroyale/images/d/d2/Challenge-accepted.png meh, just wanna show what kind of punch i think should be in a sound for a sniper rifle :) Share this post Link to post Share on other sites
DaRkL3AD3R 1 Posted May 25, 2013 well, there were no sound occlusion at all, so it was better then anything. You know what this just reminded me of? My olddddd Creative Sound Blaster Audigy Platinum back in the summer of 2001. It came with a tech demo for it's EAX capabilities. One of them, was sound occlusion. Over 12 years ago, Creative was able to modify sounds on the fly so that if it was originating behind a wall, it would sound different to you, than if you were inside that room. They also had realistic reverb and sound bouncing. Incredible stuff. It's too bad Windows Vista totally nuked their audio pipeline and pretty much put them out of business :( I miss you Creative. I still have my X-Fi Platinum in my signature rig as we speak. At least it makes my music sound better :( Share this post Link to post Share on other sites
valnwt 11 Posted May 25, 2013 Over 12 years ago, Creative was able to modify sounds on the fly so that if it was originating behind a wall, it would sound different to you, than if you were inside that room. They also had realistic reverb and sound bouncing. Incredible stuff. I believe thats one of the reasons why we dont have it in arma, on the fly reverb and things like that tend to require CPU power. :) Share this post Link to post Share on other sites
gpha5e 1 Posted May 25, 2013 lol ended up with a pistol-like sound, internet haz no quality gun samples :( Share this post Link to post Share on other sites
NeuroFunker 11 Posted May 25, 2013 I believe thats one of the reasons why we dont have it in arma, on the fly reverb and things like that tend to require CPU power. :) because BIS have changed open al to xaudio whatever. Open al games, have imo perfect 3d audio positioning and reverbs. But as one of BI devs said, lack of support or something, made them drop open al, sadly. Share this post Link to post Share on other sites
DaRkL3AD3R 1 Posted May 25, 2013 I believe thats one of the reasons why we dont have it in arma, on the fly reverb and things like that tend to require CPU power. :) And yet, 12 years ago in the era of Pentium 3's 600Mhz and 128MB of RAM, Creative had sound cards that could do it just fine ;) Share this post Link to post Share on other sites
valnwt 11 Posted May 25, 2013 lol ended up with a pistol-like sound, internet haz no quality gun samples :( Try using layers of snares, kicks, clicks and put some effects on it, find some reference material and tweak it after that. With the right amount of skill i think you could come up with some really good samples :). But regarding the sound ingame, i to think there could be some tweaking, but as they've stated in latest spotrep audio is being looked in to. Share this post Link to post Share on other sites
chortles 263 Posted May 25, 2013 The difference is, DaRkL3AD3R, nowadays "the average user" just won't have a dedicated sound card. :p I'm in that category myself. Share this post Link to post Share on other sites