Baphomet 0 Posted March 9, 2004 I find almost every fairly recent/new game has this feature. To create more realistic sounding full auto discharges, IGI/2 Rainbow 6 raven shield, and probably a multitude of other games, take a full auto sample of a weapon and make that sound play continuously during sustained fire. However, when the ammo runs out or the trigger is no longer pulled (aka, when shooting stops). The sample stops playing. It's really a pity ofp doesn't have this feature, but I'm hoping ofp2 will support something like this. Personally I notice on even more powerful systems if you use the "sound/per weapon discharge" method, if the game is under considerable load. The sound kind of lags and it doesn't sound as good. Even on 3.2 ghz it still does that assuming it's under significant enough load. Still. Just a suggestion. Share this post Link to post Share on other sites
korax 4 Posted March 10, 2004 Well, I'm pretty sure OFP1 already does this (compare AK-47 single, burst, and fully auto sounds, and also any machine gun), so I'm guessing it will be a feature in OFP2 Share this post Link to post Share on other sites
Baphomet 0 Posted March 10, 2004 Hmm... no, because I've ripped sounds from R6: raven shield and there's a  sample of a full auto burst from an MP5 that plays for 1.01 seconds that I ripped and used with a sound modification I'm making. This is supposed to be played with the soundcontinuous switch set to 1. So that the entire sample plays out and loops. However if the gun runs out of bullets or you stop firing, the sample will still play until it's finished. Not when the gun stops firing. Which is what I think it should do. If I had some webspace I'd upload what I'm doing for those to see what I mean. The way you're describing only works if you match the sounds so that it coincides directly with the amount of bullets being shot out for the exact duration of time that the sound is playing... otherwise you have a sound of a gun firing and no bullets... which is what's happening in this case because it doesn't stop once the gun stops. With the M4 for example all they did was perfectly match the firing rate with that of the default weapon discharge sound. This does not help if you have a sound which is longer than your typical shot. The advantage of taking a longer sample is you get a more realistic sounding burst or full auto stream coming from the gun. Share this post Link to post Share on other sites
Colossus 2 Posted March 10, 2004 Ah yes the sound on OPF1 is not the best I have ¨heard¨. JAM however spiced things up. Hope we got better sound quality on OPF2. Share this post Link to post Share on other sites
Gollum1 0 Posted March 10, 2004 Ah yes the sound on OPF1 is not the best I have ¨heard¨.JAM however spiced things up. Hope we got better sound quality on OPF2. JAM uses the same skipping sound engine as every other sound in OFP, and sounds no better. In fact, most sounds are pretty poor IMO, but they do their jobs. If you want to replace the BIS sounds, try FDF mod, great sounds for everything. Share this post Link to post Share on other sites
quakergamer 0 Posted March 10, 2004 What I would like to see is a: SoundStart= SoundLoop= SoundEnd= So you can have better effects for miniguns... Basically it will play a sound when it starts (so when you fire), it will continue with the loop sound and when you stop, itll play the SoundEnd! See ya! Share this post Link to post Share on other sites
Colossus 2 Posted March 10, 2004 Ah yes the sound on OPF1 is not the best I have ¨heard¨.JAM however spiced things up. Hope we got better sound quality on OPF2. JAM uses the same skipping sound engine as every other sound in OFP, and sounds no better. In fact, most sounds are pretty poor IMO, but they do their jobs. If you want to replace the BIS sounds, try FDF mod, great sounds for everything. Ok, I will try the FDF mod. Just give me a link and I make a statement soon about whos sounds is best: JAM, BIS or the FDF mod Share this post Link to post Share on other sites
Baron Hurlothrumbo IIX 0 Posted March 10, 2004 Link for FDF http://koti.mbnet.fi/%7Efdfmod/ Share this post Link to post Share on other sites
Colossus 2 Posted March 10, 2004 THX, I will decide soon. REALLY NICE Mil-24 (Mi-24 Hind) Share this post Link to post Share on other sites
Gollum1 0 Posted March 10, 2004 Oh, I'm waiting with baited breath. Anyway, you can't decide which is "best" since JAM doesn't replace sounds, it just has its own weapons. And BIS vs. FDF...no contest, a replacement pack wouldn't be done if there wasn't a need for it. FDF is just far superior to BIS sounds... Drifting a bit OT now, not much to discuss about this? Share this post Link to post Share on other sites
Baphomet 0 Posted March 10, 2004 Quote[/b] ]SoundStart=SoundLoop= SoundEnd= Rv6, project IGI2 both do this how they do it. Is the data for all the guns sounds are located in one file (in the case of Rv6) or there's a soundfile for the "end" of a burst or f/a stream with a trailing of sound that's appended to the sound after the burst or f/a stream has been fired. This might be good too for OFP although it'd make addonmaking a bit more of a tricky process I'd wager. As far as JAM/BIS/FDF. Hands down for the quantity and quality. FDF does win. It's the only mod that I use primarily because I can modify the cpp file as I wish, it runs more reasonably on a mid-range system than JSDF or CSLA mods, and the sounds are excellent. Everything from the report of a LAW going off to a shell flying over, to a bullet hitting a car. They're all top notch. My only complaint is that I can't seem to figure out how to limit the duration tall smoke on burning vehicles. Digressing back to the subject at hand. I'm not talking about bad sounds in general but if you were to play a mission on which there's considerable load on your pc and you're firing a weapon that: A: Has a high rate of fire B: Does not use soundcontinuous (therefore plays the sound each time the weapon is discharged). You -will- notice a "stutter" no matter what mod your playing or how good the sounds are. However with sound continuous because the sound playing is independent of the weapon's individual shots, it doesn't have this stutter. For full auto weapons if it worked better, soundcontinuous would be a better option. Share this post Link to post Share on other sites
Colossus 2 Posted March 12, 2004 Here is my poor conclution: I belive JAM has better sound on Infantry weapons then FDF has, but the number of quality sounds on FDF can't be compaired with JAM. FDF has a very good sound on veichles too. So my grade is: JAM: 9/10 points FDF: 9/10 points It is a bit hard to say who of them will win ¨the sound race¨ but they are better then BI's sounds. Share this post Link to post Share on other sites
Goeth 0 Posted March 12, 2004 I think SoundStart= SoundLoop= SoundEnd= would be the best solution for the stuttering sound, althought it is not flawless but it would be better than than the system in ofp right now. And about the sounds in general i hope and pray that BIS really put effort for good sounds. Imo good sounds are more important than some useless eye candy. Share this post Link to post Share on other sites
Baphomet 0 Posted March 13, 2004 Quote[/b] ]Imo good sounds are more important than some useless eye candy. Amen to that. Not meaning to slight JAM at all. I also like the JAM sounds a whole lot. Especially the sound for the m14. However I find because the FDF mod encompasses far more in terms of what it adds. It gets my vote. The only thing I don't like about JAM is the sound for the 7.62x32 rifle. I find that the default Avtomat Kalashnikov sounds (which were used for both the 47 and 74) in the FDF mod a bit better. If only because I saw a video of an actual AK being torture tested at this site (movie links not working for some reason), and it sounded closest to that of the two. Share this post Link to post Share on other sites
swtx 42 Posted March 13, 2004 Are the weapon firing templates hard coded into the game or can the SoundStart= SoundLoop= SoundEnd= be added as a new class and scripted into the game ? I have been thinking on the for a few days as well and I have come the same conclusion as Goeth. Â The Ghost Recon/Rv6 way may be the best. Â It seems to me to be more realistic and more fun to me. Â Also, if you look at some of the helicopter addons for OFP like BAS, OFRP, etc, you will notice that the helo's have startup,running and shut down modes which translates into SoundStart= SoundLoop= SoundEnd=. Why can't this template be used for weapons in the current game? Share this post Link to post Share on other sites
Goeth 0 Posted March 13, 2004 Also, if you look at some of the helicopter addons for OFP like BAS, OFRP, etc, you will notice that the helo's have startup,running and shut down modes which translates into SoundStart= SoundLoop= SoundEnd=. Why can't this template be used for weapons in the current game? I think those sounds are script based and i doubt that such method would work on weapons, i can imagine delays on all of the sequences. Maybe a new sound engine would do the trick, we´ll have to wait and see what ofp2 has to offer. It would be nice to hear some comments from BIS side about sound improvements. ps. I personally don´t like the jam sounds but then again i´m biased whole lotta, i couldn´t be more. Share this post Link to post Share on other sites
swtx 42 Posted March 13, 2004 I kinda figured that, but it was wishful thinking.  Maybe we could coax BIS into releasing the complete source code so we could have our way with the sound engine  but then again maybe this is wishful thinking as well. Share this post Link to post Share on other sites
Baphomet 0 Posted March 15, 2004 Quote[/b] ]Are the weapon firing templates hard coded into the game or can the SoundStart= SoundLoop= SoundEnd= be added as a new class and scripted into the game ? In the context of RVS?/Ghost recon? I don't know enough about them. I know that modding for that game is very hard since their promised SDK never was released. Things like that make you appreciate all that BIS has done for us, and our OFP. Quote[/b] ]ps. I personally don´t like the jam sounds but then again i´m biased whole lotta, i couldn´t be more. That's natural though, you did the sounds for FDF didn't you? and why would you want make something that you yourself wouldn't want to use? Makes sense. Share this post Link to post Share on other sites