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tpM

HARCP - Dynamic Sound System

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This is Awesome !!!

The story of the boring A2 Standard Sound effects, coming to an End. :bounce3:

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Just keep in mind that reverbs/echo aren't everywhere noticeable. Dont go over the top and dont make it sound unrealistic. :)

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Curious as to how this will be made compatible for all the weapons.

Will it be a generic echo/reverb for eg, all 5.56mm in - city/woods/building etc etc

Or will we have to use stock weapons.

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Hey, whats this all about..

Are you the same guy that makes the sounds ACEX_SM??!?!?

Cause this does NOT sound anything like it..And im NOT talking about

the reverbation and colour of the sound, i mean the ACTUAL gunfire

sound.

The gunfire sounds in ACEX is puny, this, this is NICE...

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lol??!?!?

Yea, I'm also an ACE Dev, and the AK74 sound in the vid came from ACEX SM v1.0.

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Is the system going to work with all sound mods or ACEX SM only?

It wont work with soundmods, since you need to have echos/reverbs seperately, and requires a few other cfg settings. The other soundguys can make their own dynamic sound mod based on the system (also, its gonna be modular, like: rifle/MG/sniper/pistol/SMG/explosion etc fire/echo sounds).

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I have to agree that is a superb sound job.

I'm looking forward to it in ACE.

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To think that this used to be standard with EAX (environmental audio) for SoundBlaster cards in games like Rogue Spear, and that we are only now beginning to return to this kind of sound realism in tac-shooters. Sometimes "upgrades" just aren't.

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lol??!?!?

Yea, I'm also an ACE Dev, and the AK74 sound in the vid came from ACEX SM v1.0.

Doesent sound the same..There seem to be more BANG

in the vid..

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Just watched the video and I'd like to have 1 thing sorted out.

Whole vid looks like standard [old] ACEX_SM AK-74 sound + "some other sound", showing off the shot effects based on surroundings. And from what I recognize it should be just the "other sound"

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@Jon , no i guess

becuase when you near a shooting gun you will hear a different sound (higher pitch ), but when you are a little distance from the gun you will hear a louder sound with lower pitch as for the shooter he would hear the first one unless it takes more time for the echo to be heared

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To think that this used to be standard with EAX (environmental audio) for SoundBlaster cards in games like Rogue Spear, and that we are only now beginning to return to this kind of sound realism in tac-shooters. Sometimes "upgrades" just aren't.

you can easily blame Creative Labs for sinking own EAX ship with not opening OpenAL to standards body like Khronos ...

lifeless support for drivers is another reason why theirs excelent audio processing units (APU) became rare like hell

(majority PCs now use software onboard codec and CPU driven audio)

yeah more like degeneration than evolution if you think about :)

but back on the track with the release, very well done tPM

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Thanks.

If everything goes well, we release 1.0 before OA. The following echo locations will be simulated:

- Mountains

- Hills

- Indoor areas (small and large buildings + hangar, so it will be different in a house than in a factory)

- Forest

- Rocky areas

- Village

- Town/City (like Chernogorsk)

- Valley

Edited by tpM

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Thanks.

If everything goes well, we release 1.0 before OA. The following echo locations will be simulated:

- Mountains

- Hills

- Indoor areas (small and large buildings + hangar, so it will be different in a house than in a factory)

- Forest

- Rocky areas

- Village

- Town/City (like Chernogorsk)

- Valley

Wow good news tpM! didnt think we'd be able to try it out til later down the road! thanks for this impressive project. will def make firefights interesting.

Was it mentioned that it was for just the player or these sounds will effect every sound being made by everyone and everything? did it end up being to resource heavy?

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Only problems we found so far:

1. The Arma sound muting issue: Emptied a mag from an AK74 on Utes airfield, and when all the 4x30 (4 hills around, really cool that they are coming from the hills and not from your gun :bounce3:) echoes started to play I couldn't hear my reloading and movement sounds.

2. Slight desync in MP (my dev. mate hosted it on his PC with crappy internet), when 3 players fired 3x3 mags at the same time.

Edited by tpM

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tpM the number of samples problem would be gone in OA ...

sound overlap (or more like too many sounds) that's different issue :)

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If everything goes well, we release 1.0 before OA.

Mr Burns does the awesomesauce dance

hx3_uglydance.gif

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