GFX707 0 Posted March 25, 2002 I have replaced most of the imo rather hissy and substandard weapon sounds and also most of the explosion sounds to make them more beefy for those of us with subwoofers, and I need some people who currently have Satchel's Dynamic Range soundpack installed to test them out. If anyone is interested please visit http://members.iomartdsl.com/~s.mcculloch/addons.html to download it (about 500k) and get back to me on my forum with your opinions Share this post Link to post Share on other sites
troop 0 Posted March 25, 2002 If you don't want to see your p/o-box flooded, you should set this to yellow.. 'If you are having problems with any of these addons please visit the forum rather than emailing me.' errm..testing right after work.. Share this post Link to post Share on other sites
ixnay 1 Posted March 25, 2002 Which .CPP file did you base yours off of? Satchel's Original? Wright's? Pit Vipers original? beta1 beta2? Please let us know. I will definitely try out your modified sounds and run them past my LAN crew as I'd like several opinions. I'll be back on later today with my 'pinions. .:iX Share this post Link to post Share on other sites
GFX707 0 Posted March 25, 2002 If I remember correctly it was Pitviper's 1.46 updated config.cpp, so it should be ok as far as compatibility with 1.46 is concerned. I am running 1.46 and everything is working fine. Share this post Link to post Share on other sites
theavonlady 2 Posted March 25, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (GFX707 @ Mar. 25 2002,19:24)</td></tr><tr><td id="QUOTE">If I remember correctly it was Pitviper's 1.46 updated config.cpp<span id='postcolor'> Which one? Beta 1, 2 or the final one available at http://www.uvm.edu/~efisher/ ? Share this post Link to post Share on other sites
GFX707 0 Posted March 25, 2002 on checking further it was a file called Wright_Dynamic_Range_fix145_146_custom.zip which was downloaded from the site above. Note that this is the custom crosshair verson, which means that the crosshairs are like those from the demo. Shouldn't bother anyone who shoots using the iron sites, though, which I think is most people. Share this post Link to post Share on other sites
ixnay 1 Posted March 25, 2002 ugh. If you could, make your changes to Pit Viper's Final version? As this is the one distributed with my installation and has been tested so as not to crash under 1.46 Pit Viper and myself have collaborated on the testing of this version and would agree that it should be the version to be further modded. Otherwise, we'll have different versions floating around and this person won't be able to play with that person on the same LAN, yadda yadda. I realize that this will entail additional work on your part, but I can't even consider updating my installation to another .CPP file unless it is either based on Pit Viper's Final / Beta2 (same version) or I'm given good reason to do so for compatibility reasons with an upgrade from BIS. I'm always open for suggestions, however. .:iX Share this post Link to post Share on other sites
troop 0 Posted March 25, 2002 GFX707, thanks for your efforts in trying to bring some more variation into OFP's weapon sounds. hissy...hmmm. I had way more backround-hiss with some of your sound files (M21;M16..) Me, I will stay with Satchel's and PV's final though..for now. Share this post Link to post Share on other sites
ixnay 1 Posted March 25, 2002 Oh. And while you're at it? Would you consider changing the name of your .PBO file from MS to something a bit more identifiable? DynamicSound_Xtra or something that effect would be beneficial for those who want to strip out additional AddOn's. MS.PBO is terribly incognito IMHO. .:iX Share this post Link to post Share on other sites
GFX707 0 Posted March 25, 2002 0--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (troop @ Mar. 25 2002,200)</td></tr><tr><td id="QUOTE">GFX707, thanks for your efforts in trying to bring some more variation into OFP's weapon sounds. hissy...hmmm. I had way more backround-hiss with some of your sound files (M21;M16..) Me, I will stay with Satchel's and PV's final though..for now. Â <span id='postcolor'> I really can't see how there could have been any background hiss with the m16, unless the file somehow got corrupted or something like that. Did you recognise that sound at all....? Maybe your speakers are blown or something. Like I said people who don't have a subwoofer probably don't notice Satchel's weapon sounds sounding a little odd.... Personally I found that Satchel's weapon sounds for the M16 and the AK74 sounded like someone striking a match rather than firing an assault rifle, that is why I changed the sounds. I will go get this new version of the config.cpp and come back when it is updated....shouldn't take long really. Remember that this is just a test so don't scream at me....I do appreciate the feedback Share this post Link to post Share on other sites
GFX707 0 Posted March 25, 2002 The file has now been updated and uses the config.cpp from 'PV's fix for Dynamic Range soundpack (for OFP version 1.46) default reticle final'. Also I have renamed the pbo to GFX707soundpack.pbo as per requests and changed the sound of the AKSU please test further and continue to give feedback Share this post Link to post Share on other sites
troop 0 Posted March 25, 2002 just to add 0.2c to the formerly written. I've tested your sound addon with a mission from Waskovsky's War; 'Overseer' (Snipers lead way for tanks) where M21 and M16 are avaiable. Fired both weapons and while duration of each shot, I had stark backround hiss. Even more noticable during 'rollout' of shot. (instead of slight 'echo'-stark backround hiss) When immediately switching (back) to Satchel's/PV's.. no such hiss..but 'my' fav. sharp 'crack..crack' from the M16 again. M21 shot 'rolls' slighly more out (echoing) but again, no hiss. That rules out my speakers (good headphones, HD-490 anyway) btw;..both of us seem to have completely different sound systems;... 'like striking a match' ? No way! Rich and blowing sound from my SB Audigy, with everything enabled. Even though Satchel mentioned, his sounds are (performing?) best with EAX off, I cant second this with my setup. With EAX and or HW-accel OFF, even his sounds perform pissy (here! ) So, each setup greatly differs;..for an comparison with your setup, could you please try to play once with some headphones? Of course, it will be different... Share this post Link to post Share on other sites
Satchel 0 Posted March 25, 2002 The sounds i have used in Dynamic Range are authentic  samples of OFP´s real life counterpart weapons, most of the time i took to complete this package had gone on research and finding videos of those weapons. As we all know not every audio file´that can be found on the net entitled "M16" or "AK74" contains a real M16 or AK soundsample. When using videos as source you can be pretty sure of getting the correct sound and not some mock-ups ala counterstrike, Ghost Recon etc. It should also be taken into account that a weapon sample in Flashpoint will NEVER sound exactly like the real thing, that is because of a missing channel (stereo) and 22050Hz restrictions. As being said, it also depends a great deal on your hardware setup; the sounds have been tested on 2 studio monitors w/o usage of sattelite boxes and subwoofer (my comp is connected to my hifi system) and an SBLive, also on Sony MDR-V200 headphones, if the sounds had been "substandard" i would have surely noticed it and changed the sounds, but they play just fine. Sure there is room for improvement, there always is, and i´ll try to deliver an updated package with new concept when the new OFP patch arrives. There are numerous cases where people experiencing problems with the current pack, as there had also been 1 or 2 people writing the M16 and AK74 sounds are the same and they are not able to distinguish them.....a case of bad sound setup either in hardware or software, as those 2 sounds couldn´t be more clearer and easier to tell apart on my system. I also understand however that some ambitioned (former/current) CS or other arcade players, or people without emphasis on realism would like the sounds to be more flakcannon like, adding bass and give it a huge dose of "whoop ass". In reality a 5.56mm rifle has no "lets get ready to rumble sound", neither it does have a meaty bass, same goes for 7.62mm. I have shot both 7.62 and 5.56mm (G3, MG3, G36), if there is one thing an assault rifle or machine gun of this or smaller calibre doesn´t have it´s a dominant bass. As i wrote in an earlier post the dominant frequency of a gunshot is in the 300Hz-3000hz band. Flashpoint already adds bass and dulls sound more than desirable with HW acceleration and EAX turned on, another thing to think about when making samples. Did you take that into account GFX when using new sounds, what is the source of your samples? If the sounds you used are of questionable source or completely off, please delete any reference to the DR package and try making your own soundpack, as it was meant to be a realism pack and no CS mock-up or similar and i want to distance myself and the package clearly from that. Share this post Link to post Share on other sites
ixnay 1 Posted March 25, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Satchel @ Mar. 25 2002,22:52)</td></tr><tr><td id="QUOTE">The sounds i have used in Dynamic Range are authentic  samples of OFP´s real life counterpart weapons, most of the time i took to complete this package had gone on research and finding videos of those weapons. As we all know not every audio file´that can be found on the net entitled "M16" or "AK74" contains a real M16 or AK soundsample. When using videos as source you can be pretty sure of getting the correct sound and not some mock-ups ala counterstrike, Ghost Recon etc.<span id='postcolor'> I understand completely. I wasn't even aware that anyone had any gripes with the rifle sounds. On my system, the M16 and AK sound perfectly natural as I would expect them to. I can't really say that it sounds like a 'striking match' at all. My LAN group seems to indicate the same, as they praise the Dynamic Sound AddOn up one side and down the other. I can also certainly understand your apprehension with 'bastardizing' your original sound mod with everyone and their brother's interpretation of what your sounds "should have" been or "could have been". Your wishes will of course be respected. Also, how's the progress in speaking with BIS on official sound AddOn's? I think I can speak for everyone when I say we're all insanely curious how your dealings went.... (unless you haven't had the chance yet as Suma doesn't get back until Apr 2nd). Respectfully, .:iX Share this post Link to post Share on other sites
S_Z 0 Posted March 25, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Satchel @ Mar. 25 2002,22:52)</td></tr><tr><td id="QUOTE">When using videos as source you can be pretty sure of getting the correct sound and not some mock-ups ala counterstrike, Ghost Recon etc.<span id='postcolor'> Satchel, I really like your sound pack.. I cant play without it…but hey don’t say anything bad about gun sounds in GR…they are all recordings of the real weapons being fired…don’t compare that to the sounds in CS. Share this post Link to post Share on other sites
Satchel 0 Posted March 25, 2002 S_Z, the MP5SD6 and MG3 i believe them to be recorded from RL weapons, but the rest... The M16 for example nearly sounds like 20mm to me. You can compare the sounds if you wish over here: http://www.gulfcoastarmory.com/mgvids.html I also can upload some AK-74/AK-47 and some M4/M16 vids on my webspace if you like. @ixnaymu9, nothing concrete yet, just standing in line as all the others. But there should be also quite some time till the next patch. Currently i´m still working on the AH-64 addon , i´m stuck at creating a custom NVG currently. It seems impossible to make a binocular or NVG addon as it seems...could be those 2 objects are hardcoded as someone from OFPEC suspected. The NVG´s are where i´m currently stuck, i can´t get them to work or display as many others can´t with binoculars or NVG´s. Share this post Link to post Share on other sites
GFX707 0 Posted March 25, 2002 Satchel - 'based on' does not equal 'associated with'. Please do lighten up Distance yourself from it all you like, if that's what you want to do I never claimed that the sounds I changed were changed to be more realistic. I changed them because (and I will explain this in a second) the weapon sounds that came with your sound pack sounded as I said like striking a match on my computer. If I knew of a way to record them and play them back I would to illustrate this. Anyway, I have had a thought or two. It seems that just the weapon sounds sound like this on my computer, not explosions or anything but weapons. Maybe it is something to do with the fact that my sound card is not EAX-enabled....but equally when I replaced those sounds with my sounds, and left the arguments relating to them untouched they sounded a lot beefier. There will always be a conflict between those who want realism versus those like me who just want it to sound 'better' - I couldn't care less what an m16 sounds like as long as it sounds good on my computer, honestly. I don't really think you should always play the 'if it doesn't sound right then your hardware sucks' card. I remember you did that when I reported a bug with your original soundpack, a long time ago. In fact you insinuated that I must be using a pirated copy of OFP. The fact is that there are many different hardware configurations out there. If something sounds fine on your computer it doesn't necessarily mean that it will sound like that on someone else's computer, as this thread seems to point out Back to the actual addon....troop, you say that you are having these hissing sounds....do you have EAX turned on or off, the same with HW acceleration....? If so try turning these off or on and get back to me if doing this improves the sound at all, if you are still willing to Anyway, in light of these comments I will go and check some settings Share this post Link to post Share on other sites
ixnay 1 Posted March 25, 2002 EAX: I can't play with this on, as it causes the "footstep" bug to ruin my gameplay. Everything sounds like it's right next to me. (I'm using a Turtle Beach Santa Cruz) Hardware Accel: I choose not to use this at all, due to it providing no additional "directionality" and only muffles all the sounds to the point of ridiculousness. In summary, I always leave the "advanced" audio features turned off as they just don't seem to work correctly. I've tried this with a multitude of different sound cards (Live, nForce, Audigy) all the to same effect or conclusion. Just my $.02 (Using Sennheiser HD-600 cans) .:iX Share this post Link to post Share on other sites
ixnay 1 Posted March 26, 2002 Good Job GFX707. Nice timing. They're well implemented. Unfortunately, I don't think I'll be using them as all I can think of when I hear them is Counter-strike and Ghost Recon They definitely add more rumble and whatnot to the game, but I actually prefer Satchel's gun sounds. Personal preference I'm sure... Perfect for those who don't care for Satchel's more "realistic" gun sounds, though. Again....nice timing. Most other sound mods I've heard in this game don't have that down too well. .:iX Share this post Link to post Share on other sites
troop 0 Posted March 26, 2002 Hi again, GFX707 >Back to the actual addon....troop, you say that you are having these hissing sounds....do you have EAX turned on or off, the same with HW acceleration....? If so try turning these off or on and get back to me if doing this improves the sound at all, if you are still willing to< --- Hope to be of service with the report. Usually EAX and HW-accel ON. Upon your request I've tried all combinations thereof but if I turn either or both to OFF, backround hiss gets even worse! (just for the record: no hiss or crackle or pops or else in any other game/sounds, so it's neither the s-driver, nor hardware related.) I am still only refering to the M16/21 sounds you did. (oversear mission) Certainly, I'm no sfx-pro but (here) there is a lot of 'underlaying hiss/noise' (white noise?) to those gunshots. I get similar results on any soundfile (cooledit pro/else) if I run an (actually) 'noise reduction filter' but set way too strong. The result is worse than the anticipated, 'cleared-up' sound! What I want to say is, Satchels sounds, despite _only_ 22050 mono are of remarkable quality (i.e. much cleaner without any hiss) May I suggest, (if you didn't already listened to those) you download the sound/weapons mod 'RED's WEAPONS' and listen to those, Satchels and yours in comparison? --- http://www.ofpeditingcenter.com/addon_depot/view_type.asp?type=2 'Red's Weapons | Version: 1.1 | ReleaseDate: 12/18/2001 | more info...by Reddeth' --- For what my old ears are worth, there is an very noticable, BIG difference between all three. Red's got some mighty UMPF...and are 'clean' as well... an battle using Red's is (check included, _good_ demo missions! ) is god**** FUN;.. yet, I highly prefer Satchel's... is it me? You dont get any hiss at all? Or is your replay toned much more towards bass? treble down? That would explain.. Share this post Link to post Share on other sites
GFX707 0 Posted March 26, 2002 It's interesting that you are getting some hiss when you use those sounds....I have a 4-speaker system with a subwoofer and it is most likely that the subwoofer dulls the sounds down a little more and thus there is less treble and less hiss. I have tried the soundpack on headphones and on my other two computers (both with smaller stereo speakers) but I can't hear this 'hiss' on either and I will try to reproduce this and get back to you if I find out how to get rid of the problem ixnay, there's no ghost recon sounds in there as far as I know Share this post Link to post Share on other sites
theavonlady 2 Posted March 26, 2002 No hiss here with GFX707's update, using earphones on my Thinkpad T20 notebook with an onboard Crystal Soundfusion sound chipset. Share this post Link to post Share on other sites
GFX707 0 Posted March 26, 2002 Avonlady, do you have EAX or 'HW acceleration' set to on or off in the game....? just to help clear this up further Share this post Link to post Share on other sites
theavonlady 2 Posted March 26, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (GFX707 @ Mar. 26 2002,16:20)</td></tr><tr><td id="QUOTE">Avonlady, do you have EAX or 'HW acceleration' set to on or off in the game....?<span id='postcolor'> On in Windows control panel and off in OFP. Share this post Link to post Share on other sites
Wright 0 Posted March 26, 2002 Ok, with hw acceleration and eax both on in OFP, I am getting substancial hiss with these sounds. I have tried them with klipch promedia 4.1's and also with sony mdr-v300 headphones. Neither one the epidimy of sound reproduction but nevertheless the hiss is coming through. Perhaps you could dive into cool edit with these and attempt some manual removal. Share this post Link to post Share on other sites