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Speedkore

Why shot sounds doesnt have reverb?

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Google video of real combat

Look at this video about in minute 1:45 and feel the sound, why arma doesnt have this sounds? why weapons sounds in arma sound like fucking arcade game...? Is it so difficult to make it? Why people like fdf team had to release a mod to change the sounds and why bi studios staff have make the shit of weapons sounds arma have? Please answer me!

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Hello

Im sure that bis are more than capable of creating descent sounds for Arma.

perhaps time/money constraints were an issue and they went with what they had?

Regardless, we do have FDF sound mod, and Im sure there will be improvements to it and other sound mods for us all to use.

Once the SDK is released, the game will chage vastly.

Be thankful that the game uses an engine which can be modded without too much difficulty.

Id rather have an unpolished "open source" game than a highly polished one that I cant touch/mod.

rgds

LoK

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then why people make better things that a professional who is being paid for make the best things.

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then why people make better things that a professional who is being paid for make the best things.

Let's not go there please, we've had enough people whining on these forums about this, that and the other already.

I've wondered too why some of the sounds sound a bit "weak", but complaining won't make them change.

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then why people make better things that a professional who is being paid for make the best things.

Probably because modders arent under time/money pressure from an angry publisher, while modders have an infinite amount of time. (Played ArmA 1.00? wink_o.gif )

And because mods are free modders can usually use free resources while developers have to make their own/buy them.

Anyways, reverb would probably kill the performance on low-/mid-end PCs, considering there are alot of bullets flying around in big firefights, but it would still be nice as an option. wink_o.gif

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Anyways, reverb would probably kill the performance on low-/mid-end PCs, considering there are alot of bullets flying around in big firefights, but it would still be nice as an option. wink_o.gif

That's why they make sound cards. Reverb is an EAX feature, and many games make us of it. Sure EAX slows down PCs that don't have a dedicated sound card, but if you spend money on a high end graphics card then why stick to onboard junk for sound?

Sound cards are cheaper than graphics cards and don't need to be upgraded as often. If you have a decent graphics card, then you have no excuse to not have a proper sound card.

Maybe reverb is harder to do dynamically in ArmA because of the way the game environment works. Mods like the FDF sound mod seem to have reverb built into the sounds, it's not created dynamically though.

Some people are so obsessed with graphics that they forget about sound. I would rather have my 7800GT with a good sound card (as I have now) than an 8800GTX with AC97 onboard junk.

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Some people are so obsessed with graphics that they forget about sound. I would rather have my 7800GT with a good sound card (as I have now) than an 8800GTX with AC97 onboard junk.

Does it really make such a difference ??

I mean having a good sound card ? I am still on my old Radeon 9600Pro, so Im not obsessed by graphics... and Id change to a new soundcard if there is some real advantage compared to my onboard AC97. Please advise.

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SOBR[1st-I-R] @ April 30 2007,17:29)]
Some people are so obsessed with graphics that they forget about sound. I would rather have my 7800GT with a good sound card (as I have now) than an 8800GTX with AC97 onboard junk.

Does it really make such a difference ??

Yes...

klick here

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I do agree SOUND is one of the many things that broke or makes a game. Like about mentioned, BIS might of put the sound part on low priority due to extreme costs and like also mentioned they can't 'use' copyrighted stuff. I know a normal recording studio (semi-high professional) charges bloody expensive prices to rent it and on the other hand all recordings need to be made in a special (reverb-halm free) room as in case of EAX it is the hardware and engine is taking the roll of adding extra effects. I agree modern soundcards should be able to handle this (like mentioned in other topic and if it was worth to buy creatives X-Fi with build in ram, but as mentioned by Dwarden if not mistaken, not much game devs make us out of it). In the end is it all worth it, when sound packs like FDF can come up with more or less the effect we want. Offcourse it isn't perfect (sounds with reverb build-in), as envirement is the key in how a riffle/pistol/missle/IED etc sounds. As it is depended on what the invirement is...Not 100% sure but so will a riffle sound somehow different been fired in open/desert areas then when in urban areas where in last case it will have a lot of reverb due to sound waves flowing back and forward between the many structures. So the question is, what will be most realistic. I'm sure it can be simulated almost realistic, see the introduction of envirement blokking sound source in ArmA (heli behind hill compaired to over hill). Personally i haven't checked out if this works for any other sounds like riffle fire and simple things like the car horn.

Just my opinion.

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One thing that you should also take into account is the surrounding environment. Weapon sounds are totally different in a city than in a dense forest. City has a lot of hard surfaces for echo while forest dampens sounds pretty effectively.

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sound cards make the world of difference - although they're only as good as the speakers they're being played through (or head phones)

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from a coding standpoint i guess BIS wanted to keep things as flexible and expandable as possible and they leave reverberation to 3rd party API's like EAX or openAL.

i believe they use 'dry' sounds because reverberation should be dynamic depending on your environment and they didn't want to add a static reverb to their sounds (at least that's my guess). the problem is that EAX is pretty useless since it's static and of very low quality and afaik openAL doesn't support realtime reverberation at this time.

i'm pretty sure we will see some hardware support for realtime sound reverberation and general 3d modeling in a not so distant future...

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There is no way for a czech (or european in common) programer to record the sound of the weapons depicted in this game without the danger of facing a one year minimun prinson sentence.

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Different circumstances affect sounds differently. To have a whole bunch of canned reverb on there would be silly and cheap.

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...and if it was worth to buy creatives X-Fi with build in ram, but as mentioned by Dwarden if not mistaken, not much game devs make us out of it). ...

Of course the sound cards with the built in RAM are a waste of money, a little research will show you that. They are just a stupid scheme to make money for Creative. An X-Fi Extreme Music or Extreme Gamer is a major improvement over onboard sound (just as good as the one twice their price with the useless RAM), especially if you use stereo headphones as it gives you (perfectly) simulated surround sound complete with elevation effects.

The is an OpenAL alternative to EAX that some games might use in future, so that other sound card creators wont be at a disadvantage to Creative.

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Watching those combat videosfrom iraq/afghanistan, I'm going to miss those intense firefights more than the realistic sounds(using FDF for that).

I mean, insurgents hiding in buildings, firing with AK's and RPG and US soldiers firing with their guns, throwing nades, M2 fire from hmmwvs, bradley's shooting, rocket attacks with helicopters, etc.

ArmA: 10 shots -> 7 kills -> battle is over.

Real fights: 1000 shots 7 kills -> battle goes on.

---

But yes, realistic sounds are important too.

MfG Lee wink_o.gif

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Did i see an almost perfectly executed one handed high overhead blind shot as seen in "Gangsta Hip Hop Urban Combat" during the end of this video?

Militias never cease to amaze me biggrin_o.gif

I do find your link rather racist...
Me not confused_o.gif
and maybe link to something with less pornography next time?
And oops, didn´t even look at the pages content *fixing*

Thx wink_o.gif

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Ah yes, the ol' mogadishu sniper. I do find your link rather racist... and maybe link to something with less pornography next time?

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Quote[/b] ]To have a whole bunch of canned reverb on there would be silly

Exactly. The sound is different depending on location. It is better to have generic sounds than specific ones with effects in a wrong place.

And the sound is different depending are you firing the weapon or standing somewhere near by. Your ears should start ringing too if you want it to bee all realistic - firing a gun in a confined space for example or an explosion near by.

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Atmospheric reverb can be easily achieved using EAX 2.0 which is available on all AC97 onboard sound devices.

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and maybe link to something with less pornography next time?
And oops, didn´t even look at the pages content *fixing*

Thx wink_o.gif

No problem!

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Atmospheric reverb can be easily achieved using EAX 2.0 which is available on all AC97 onboard sound devices.

There was an article somewhere where they found that EAX2 actually doesn't work properly on AC97 cards, and in my experience going from one of those to an X-Fi I can say it's true. In some games it doesn't work at all, in others it partially works as a messed up piece of junk.

I think this is it: Exploring EAX with onboard audio.

EAX2 is old technology anyway, the latest one is EAX5HD.

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Anyways, despite of all good replys you have done all, orginal arma sounds follow being a pain in the ass.

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Atmospheric reverb can be easily achieved using EAX 2.0 which is available on all AC97 onboard sound devices.

There was an article somewhere where they found that EAX2 actually doesn't work properly on AC97 cards, and in my experience going from one of those to an X-Fi I can say it's true. In some games it doesn't work at all, in others it partially works as a messed up piece of junk.

I think this is it: Exploring EAX with onboard audio.

EAX2 is old technology anyway, the latest one is EAX5HD.

Only obstruction and occlusion don't work in Realtek EAX 2.0 which seriously affects a few games that have poor EAX back compatibility like Battlefield2/2142. Reverb, environmental effects and Head Relative Transfer Function (HRTF) work for the majority of games.

The changes in new EAX versions are becoming less and less noticeable, many of the effects are extremely subtle and contribute nothing to gameplay. Quality also varies from game to game depending on the skills of the developer and how much effort is spent implementing it, for them EAX is a low priority.

AC97 EAX 2.0 is all you need for gunshot reverb.

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