KaiserPanda 0 Posted October 19, 2006 Just a thought. HDR has some cool gameplay effects, since your 'virtual eye' can adjust to low-and-high light environments. Audio is usualy treated with some deadening effects when there's a loud noise, but that's about it. I think a system similar to HDR for audio would be keen. * In a quiet environment, noises are heightened. Footsteps, clicks from reloading, the crickets can be heard clear as gunshots. * In a loud environment, the quiet sounds are drowned out. * After exposure to loud sounds, you take time to re-adjust to softer sounds. That is all. Share this post Link to post Share on other sites
fasad 1 Posted October 19, 2006 OFP already has all of these effects modeled. Personally, since our ears don't work the same way as our eyes, i think it would be better to keep a realistic dynamic range of volumes for normal sounds. ie, crickets and footsteps should always be much quieter than gunshots. Any amplification should be created by the lack of other sound, not some effect. Effects would only be needed to simulate hearing loss from extreme sounds such as nearby explosions. I can't imagine it would be much fun playing with broken ear drums though! Share this post Link to post Share on other sites
Frans 0 Posted October 19, 2006 No need to model that, just turn up the volume on your speakers *really* high. Explosions should be deafening enough then Share this post Link to post Share on other sites
hoak 0 Posted October 19, 2006 I agree with fasad, games are capable of something much more closely approximating a realistic dynamic range in audio then say in the video luminance channel... Â Far to many games already have way to much companding, ALC, and dynamic range compression in their audio back-planes; OFP among them... What I'd really like to see is ArmA get more attention to realistic Foley. OFP's maps were pretty sparse and devoid of sound where there should be lots of realistc subtle sounds; everything makes a sound -- laundry blowing on a clothes line, insects, a car driving by, far away sounds -- add a lot of sense of space to the geometry and terrain of a particular area on a map that can make them much more realistic and immersive -- and can even give you a much more realistic sense of direction... Detailed Foley is a lot of work; as much or more then creating the maps the sounds go on -- and few games get much attention in this regard. It wold be nice if ArmA set a standard here as well... Share this post Link to post Share on other sites
KaiserPanda 0 Posted October 19, 2006 Well, my main reason for suggesting this is because audio in a game has the same problem as video output: it's limited by the medium. HDR is needed not only to simulate the dynamic nature of the human eye, but also to express more color values than a monitor is capable of. Speakers are limited, too, so the audio range shifting to compensate, like with HDR, would make sense, I think. It also means Crazy Ted cranking his speakers up and scaring the neighbors doesn't get an advantage over Joe Blow using crappy headphones. Share this post Link to post Share on other sites
Maddmatt 1 Posted October 19, 2006 Look under the heading "Hi Tech". "Audio HDR" is already in OFP:Elite so it will probably be in Armed Assault. Link How's that for an answer Edit: Made neater. Share this post Link to post Share on other sites
Sniperwolf572 758 Posted October 19, 2006 Doesn't this Wiki entry confirm that? Quote[/b] ]Advanced sound phenomenon modelling, including speed of sound delay and supersonic bullet effects Share this post Link to post Share on other sites
Maddmatt 1 Posted October 19, 2006 Doesn't this Wiki entry confirm that?Quote[/b] ]Advanced sound phenomenon modelling, including speed of sound delay and supersonic bullet effects No, it doesn't say anything about it. Although my last post confirms it. Check the link there and you will see a simple explanation. Share this post Link to post Share on other sites
KaiserPanda 0 Posted October 19, 2006 Well thank you maddmatt. I can sit and wait happy, now. Share this post Link to post Share on other sites
codarl 1 Posted October 19, 2006 This would be so damned easy to implement! it's like having a fatigue-meter (for the running soldiers), only this meter would measrrure how sensitive the ear is! Definately a great idea! I hope Bis will implement this in a patch. Share this post Link to post Share on other sites
chipper 0 Posted October 19, 2006 No need to model that, just turn up the volume on your speakers *really* high. Explosions should be deafening enough then I agree cause war is REALLY fucking loud in real life. Games are too quiet IMO. Share this post Link to post Share on other sites
bravo 6 0 Posted October 19, 2006 No need to model that, just turn up the volume on your speakers *really* high. Explosions should be deafening enough then I agree cause war is REALLY fucking loud in real life. Games are too quiet IMO. you can always turn your volume up Share this post Link to post Share on other sites
simulacra 0 Posted October 19, 2006 I just hope we get GOOD audio in arma, no matter WHAT ppl say, the audio engine in arma is/was bad. Yes, it sports some nifty features, but what good does doppler effect simulation do when you cant even hear your saw firing in combat? It adds some sort of close reverberation to the breathing and footsteps when you're running on open ground, the actual sounds for weapons is unrealistic. There are too few in-engine channels for audio, when alot of things happen some sounds are muted, like the sound of your own gun, not to mention that the engine cannot handle good sounding automatic fire. IMO developers should take after what the devs behind americas army did, phenomenal sound in the game, too bad it's just multiplayer... Share this post Link to post Share on other sites
PitViper 0 Posted October 19, 2006 My biggest problem with OFP was that the weapon only had one sound. A weapon sounds much different when you are firing it next to your ear, compared to hearing it across a valley, even when the doppler effects are added to the sound output. Share this post Link to post Share on other sites
Commando84 0 Posted October 19, 2006 yeah good ideas here, sound is something that rarely gets good atention. Share this post Link to post Share on other sites
simulacra 0 Posted October 19, 2006 Yes, despite popular belief on these forums (mostly) the doppler effect has NOTHING to do with shift in frequency over a distance, neither has it anything to do with the delay over any distance... Not saying that you believe it to be so, but some other ppl seem to believe that, I see no sensible reason for a doppler effect to be in either Arma nor OFP... Share this post Link to post Share on other sites
KaiserPanda 0 Posted October 19, 2006 Sortof related, but none of the newer videos have audio. I realy, realy hope they're updating the sound effects. The ricochets sounded like a coughing dog, for example. Share this post Link to post Share on other sites
tylerdurden 0 Posted October 20, 2006 There is coolest sounds, that I ever heard in the game, in the Steel Beasts. Here are some examples: There are also excellent doppler effects in Steel Beasts. Sorry, but I can't found any videos, where it could be heard. Anyway, nothing can't beat the sound of fly by ammo of 120mm cannon in Steel Beasts. That's where we really need doppler-effect. Other effects of SB are also excellent and very realistic like grenade impacts. EDIT: Found another video where you can hear doppler-effect when several tanks are moving varying speeds at very end of video, about 6:56. Share this post Link to post Share on other sites
fasad 1 Posted October 20, 2006 I see no sensible reason for a doppler effect to be in either Arma nor OFP... Imagine the sound of a car driving past without doppler!? Share this post Link to post Share on other sites
Maddmatt 1 Posted October 20, 2006 I see no sensible reason for a doppler effect to be in either Arma nor OFP... Imagine the sound of a car driving past without doppler!? Doppler effect was done in OFP, there is plenty of reason to have it in game. Cars, rockets, jets, helicopters all show the doppler effect pretty clearly. I don't understand why you think it's unnecessary. There are other games that simulate the Doppler effect, not just realistic games. Flatout and Far Cry had it. Share this post Link to post Share on other sites