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Satchel's OFP soundpack

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"As far as I know "Digital Vibrance" only works on GeForce 2 MX and GeForce 3 cards...

GeForce, GeForce 2 GTS, GeForce 2 Pro, GeForce 2 Ultra and GeForce 2 Ti do not support this feature..."

Now that's just frickin' hilarious...

They all should support it... It also depends on what drivers you're using... You should have a Twin View tab in your advanced properties of your GeForce2, and if you do, you'll find it in the adjustments... I used this setting on my mobile GeForce2-Go, and it really made OFP look good.

Also Residuum, your clan mate is right... An AK-74 sounds totally different... Also, in the game, I don't recall if all of the 74's had a muzzle brake or not, but if they did, then the sound is WAY off... The next time me and my friend run out to the rage, I'll somehow try to record it... I don't believe either of us have something that will.

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Question Satch,.. how will you implement the (very much needed ) sound of a bush being walked through? (branches snapping and scraping on your gear) How can you know when he is walking through a bush??

Also LuD, I find it amazing that someone in this day and age has a problem recording a sound outside of the house smile.gif Any old tape-recorder will do, just put the mike on your forehead (players perspective) and press record.

And to the others that stated they had problems with Satchels soundpack in MP,.. Never had any problems myself. Can't see how it can affect it at all. Satchell should be able to confirm this though.

Konyak

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See Konyak, that's the problem... I don't have a single tape-recorder or anything... We just simply don't need or use them.

The only thing I can think of, is dragging out a microphone, and my notebook. biggrin.gif

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That's how it works... It in NO way can affect someone elses computer/sound...

I love these sounds to death... Man-o-man, I can't wait for some new ones! smile.gif I'm kinda getting tired of these hilarious death sounds... biggrin.gif

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Apologies if this is a dumb question, but:

My number 1 gripe with Op Flash - the voice that gives directions (you know, the "1, engage enemy at 12 o'clock" voice). It really grates. Does anyone know if there are any mods which change the voice?

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Sorry if i replys take some time, but i don´t have that much time to waste to wait for the Flashpoint1985.com site finally loading after an hour or so.

I´ll try to answer questions and give some facts about the soundpack:

Facts:

=====

- Over 220+ All new, high quality and realistic soundsamples

- ca. 20MB in size

- Adds many sounds to actions that were without sound before

- Variety in sound, some actions/ weapons have more than one soundsample attached, making for a more varied audioscape

Faq::

====

Q: Are the soundsamples EAX/ HW Acceleration compatible?

A: The question should be if your system runs flawlessly with EAX/ HW acceleration enabled in OFP. It is known that there are problems in Flashpoint with SBLive card and VIA mobo combos, especially in WinXP when EAX HW is turned on. It is not sure if this is caused by Flashpoints audio engine, SBLive drivers or the VIA mobo PCI latency. On my system i have to turn HW acceleration and EAX completely off to experience Flashpoint as it was meant to be, else footsteps will be audible beyond 1 mile or so, amongst other major sound glitches, such as crackling and popping- this has nothing to do with the soundpack. I suggest everyone owning a Sblive card/ VIA mobo/ WinXP to turn HW and EAX off to experience the soundpack properly.

Q: Will there be sounds when walking through bushes, like rustling?

A: Sadly no. I found no entry in the config.cpp for bushes and no way to implement it, if someone knows of a way to achive this it would be great.

Q: Will i be able to join as client on a hostserver in multiplayer that hasn´t got the soundpack/ will clients be able to join my server when im hosting and i´m running the soundpack?

A: Although there are some people that are able to join an MP game as client with the host not having the soundpack, it is highly recommended that host and client have the package.

Q: Will the soundpack modify any weapon values or other things?

A: No, the new soundpack will not modify anything, besides adding and replacing audio, as adding a custom reticule for the white I beam and T aiming aid.

Q: Will the soundpack have a large impact on performance, i have a slow system?

A: Flashpoint ran well even in large scale test battles on a Duron 700, SBLive, 384MB ram, G2MX, VIA mobo Win98SE&WinXP, no performance drop caused by sound can be observed.

Q: Will the soundpack modify voices?

A: No, simply because i´m german and my english skills, although not that bad, are not enough to pass as an US citizen. If you like german accented english however...i´ll think about that for an later addon...hehehe biggrin.gif

Q: What about units in the addon folder, that didn´t ship with the original Flashpoint version, but were part of ultimate upgrades. Will they also have new sounds?

A: No. Addons have their own config.bin files, therefore they don´t rely on the master config.bin for main configuration, other than having links to certain classes in it. To give addons new and correct sounds, i would have to work on every addon changing its very own config.bin file. Partially addons seem to have a new sound, but thats coincidence and not intended, as they have a reference into the main config.bin, using a weapon/ engine that has been given a new sound.

Q: The weapons do not sound as the real ones, they sound different, i have shot them.

A: Flashpoint uses 22050Hz, 16bit mono audio files. By now it should be clear that you can´t have a 1:1 audio conversion of a weapon sound, the greatest deal of realism is taken out by having only one mono channel, 22050hz sampling rate is the other sound killer. Try it yourself, take an 44100hz stereo audio sample, listen to it, convert it first to mono, listen and then convert to 22050hz...compare it to your 44100hz stereo sample and you will understand. I can assure you that the majority of sounds are actual battle- or weapons sounds, taken from videos, professional sound effects CD or recorded by myself. There are no fillers in there, either i took a sample directly from the original weapon/ vehicle, when not available i took a sample of a similar weapon/vehicle. I didn´t took the next best sound available and didn´t rip things out of other peoples soundpacks, everything was created by myself, because i wanted the best possible portray of the sounds on a battlefield.

Q: When will it be available?

A: When it´s done, but it won´t take much longer.

This addon will do a great deal to the enjoyability of Flashpoint, that´s the idea behind it, to add something to the game so it maybe becomes more popular and gets better support by the community. It can´t give you a completely new Flashpoint, but it will give you better immersion and a new perspective.

BTW, the AK-74 sound has been replaced, i will post a link to a full scale battle mp3 later (if i manage to get into the forum), featuring many weapons.

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Here is a new clip, it´s from the second single player mission. You´ll hear M16´s, M60´s and the reworked AK-74´s, note that all samples are really soundbits of the respective real life weapons, nothing improvised here.

The Soundclip (128kbps/4:30min/4233kb)

As soon as i get the ground noises (gravel/grass/asphalt....) of driving vehicles done, the soundmod is finished!

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Satchel, you work too damn hard. wink.gif

The sounds of the weapons sound so much more intensive in this little clip... (Actually it's not that little.) smile.gif

The M60 sounds vicious... Man-o-man, and the M16 sounds MAGNIFICENT... Just one question for you though, did you actually even shoot the AK-74 in that mission? I didn't hear anything, except for mabey enemy fire...

Can't wait to see what the rest are like... You've got my hopes up. tounge.gif

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Satchel.. If BIS plans another expansion pack or major patch, you should consider selling your soundpack off to BIS and let more people experience warfare like it was meant to be experienced...

I am excited about this soundpack as I am with a new computer I am getting next week..( no kidding)

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BIS wouldn't buy it - they think their original sounds are realistic and good enough already.

Hmm, if that's the case, how come all the rotary guns sound exactly the same? And all the AK's sound the same? And the M60's gun just makes a clanking noise when it fires? And there's no bass whatsoever? And...

You get the picture.

Satchel, any update on when the soundpack will be out? I'm holding off playing OFP until I get it!

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Word's cannot discribe the greatness of it...

Let's just say that it F**KING ROCK'S wow.gifwow.gifwow.gifwow.gif

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Orb, I agree with you about the voices... I CAN NOT stand them AT ALL...

The thing that makes me even more pissed, is in the classified video that was on the Flashpoint1985 "ftp" where we had to hack into there to get it, *snickers*, had some AWSOME voiced in that video... They sounded kick arse!

Oh well... Satchel, any idea on when we can see your next release?? I'm dyin' here! tounge.gif

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Nice work Satchel ! Those very low frequencies with some explosions were nice. Allthough some explosions didn't contain "LFE" much. I have heard when four heavy recoilless rifles(95S 58-61 Finnish) made live ammunition shootings. Volume of low frequencies were enormous. Eaven in 200m away all wooden made house walls were rattling and ground shaking. At 20m pressure was mind boggling and double hearing brotection was definitely needed. So how about some re equalization for some explosions  biggrin.gif

BTW. Is it possible to change that "out of breath" sound to more realistic? You use default sound for that I gues? Now it sounds like breathing through snorkel  tounge.gif

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Really glad I brought up this topic... otherwise the world wouldn't know what Satchel's soundpack is up to...

smile.gif

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We don't know where it's up to!

Satchel! Please don't keep torturing us like this! You must report status! You must! For the good of my sanity!

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Hi,

@Noose_ITO,

there are a few things to consider;

- It depends on the position you are located when hearing the firing of AT weapons, a.e. the firer himself will first hear a sharp crack of about 160 dezibel he is suddenly and concentrated exposed to with high pressure, that comes from the explosion of the "Treibladung" (don´t now the english word for this) that blasts the actual warhead out of the tube before the rocket motor accelerates it - try to match that loudness with your speakers and the floor will rumble too.....i´ll give you about 4 minutes before an emergency response team or an angry neighboor kicks down your door and silences the noise emitter biggrin.gif. The farther one stands away from the launch, the duller and less treble the sound has, appearing more meaty /bassy, echoing also influences it. Same is true for explosions. Now flashpoints Hardware accelerated audio engine (when enabled) tries to emulate this while making the sound dull and adding more bass, depending on range where it occurs and the loudness setting in the config.bin file. With some sounds this works extremely well, other sounds get perveted by this, by sounding to dull or just wrong.

For example Rifles and machine guns sound amazing when HW is enabled, but other sounds such as motor sounds, treads, footsteps get really ugly with HW on, at least on a SBLive card.

This is why i always have HW accelerated audio disabled in OFP, it not only cures the 10 mile footstep soundbug and crackling/popping with SBLive cards, but also sounds much clearer.

- Next it depends on your speakers, i got my comp connected to my HIFI system that naturally has a good frequency range and rich sound. Someone playing with desktop speakers will experience the sound completely different, especially the treble and bass frequencys. When doing an Audio mod i´ll have to see that i don´t add to much bass or treble nor to less, so that it works on all speaker configs without causing overdrived sounds on some speakers of low quality, it´s always trying to hit the golden middle.

Adding different driving noises depending on underground for vehicles doesn´t work yet, i did a little workaround by adding a general rumbling driving noise for vehicles for now.

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I´m finalizing it now, shouldn´t take much longer than a day... it will most probably be available tomorrow for D/L.smile.gif

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