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Posts posted by megagoth1702
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@ Shells - yep, that fup is a shell casing sound, not the gun echo. 100%, look at the files. And I still think the volume needs to be lowered greatly so that it does not annoy that much.
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Shell casings are fine sounds, they just need their volume reduced in the configs.
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The videos I posted are WIP and the 50cals are outdated. They are going through hell right now to sound right. ;) I don't want to raise the sample volume any higher because it will introduce clipping and distortion but on the other hand I want the 50cal to have a bit of extra punch to it. A way to do it is to lower the sound of everything else - a task that I push ahead of me for a looong time. If you want awesome volume levels - play insurgency and turn it up so that talking and running feels natural. Now fire your rifle. ;) It's all about the mix.
Sniper rifles in the video sound horribly compressed and hollywood-like. All weapons in the video are too quiet too.So you turn up the volume ;)+1
Too quiet compared to WHAT? JSRS? BIS' samples? No shit, they are too loud. I'm tired of people always expecting the loudest shit ever. TOO MUCH VOLUME RUINS THE SOUND. Just turn up YOUR volume. If a game is MIXED properly and the volumes are BALANCED properly you will have a great experience when turning up the volume.
Well I agree the sniper sounds bit off but the rifles are spot on. Just turn up the volume.Those mic comparsion videos are nice.
Here's a
how things sound IRL though naturally in first person when you're shooting it's bit different.Thanks for the kind words but that video - NO NO NO just NO! Distant sounds are kind of oka-ish but close stuff nowhere represents the difference in volume between the initial BANG/discharge and the response from the environment. Also there is absolutely NO low noticeable low end to be heard in the close stuff, which is a typical sickness of the youtube videos. Too much volume to process for the small camera mic. They just don't have the microphones to properly record a gun with all the frequencies and a proper dynamic range.
One of the reasons why we have so many shitty sounds out there is because a large part of the audience thinks youtube is REAL and build their sound (mod) to get a similiar feeling. But once you fired a rifle, a pistol yourself and FELT the kick, you just can't make sound without punch anymore. You don't really HEAR it in real life, you FEEL the low end. And since I can not go from door to door punching people into their shoulders I have to use LOW END in sound because our brain directly translates that to POWER.
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Ah yes, I misunderstood.
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Great videos I'm proud to have several NTG3's and an FR2-LE as my field recorder. By the way you understand Megagoth how it should be mate. I feel we have the same ideas and understanding of audio.Whilst I'm very happy that audio is finaly getting some treatment, I hope this doesnt mean I have to recode my whole mod, again.
Thanks.
I'm spending enough of my time with gun audio to know a thing or two. And I'm still learning.And @ recode - this is why I never wanted to use scripts in my sound mod. You never know what BIS comes around the corner with. :)
@BIS: Is there a way to play a sound whenever the player gets hit besides the playerHit sound? playerHit plays from where the body has been hit so if I was to put a scream in there it would scream from the LEFT SIDE of you get hit in the left arm. I want the scream to be center, the hit sound itself can be placed wherever.
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First of all - congratz to the new work on audio! Hell, it has taken FOREVER for this department to get overhauled.
But I don't like the new sounds presented in the blog. Barely any low end kick/punch to them. Sounds loud and distorted. In full auto you can't even make out each shot.
Check this video and note the low end kick for the Mk20, which clearly gives each shot attention. Jump to 0:50 for Mk20.
Even more extreme example of definition and punch:
I'll see if the actual game sounds any better.
And in the risk of sounding too arrogant but it seems most of this community have no clue how real guns sound if they think a punchless sample where the fast environmental response is just as loud as the initial BANG/KICK is "real". Youtube and JSRS sure did their thing on people...
If you want to get a VERY rough idea on how real guns sound like when recorded properly with DIFFERENT microphones and mic positions, listen to this:
A bit worse mic setup that sometimes delivers distorted recordings, but still - you hear the "punch/kick" ALWAYS much louder than the rest of the gun sound:
And some audio-only, listen to the player at the bottom of the page:
http://therecordist.com/gunscapes-hd-pro-sfx
Edit:Okay, this is WIP. So I don't expect perfection but a high tolerance to criticism. I just listened to the game and well... I do like the supressors. And even they lack BASS/KICK. But I don't like the rest.
The sounds are unbalanced in volume, for example Mk20 sounds louder than Katiba (fire in full auto), because it has more high frequencies in it during a longer period of time (katiba has better KICK/punch), which the human ear reacts more to. In the loudness wars in the music industry the sometimes even mixed some high frequency NOISE into the mix to make the song sound louder at certain parts. Just listen to the recent pop songs and their "build up -> release" bullshit.
LISTEN FROM 3:00, build up -> release and there is this high frequency noise.
But back to guns. Volume balance is important guys. Also - how come the "tail" of all the weapons sound so different? The katiba tail has a volume peak on the LEFT channel, so it feels like echo is coming in from the left. The MX has this bassy tail for no reason.
I'm sorry, but I can't get the thought out of my head that this is amateur's work.
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Thanks for the suggestion.
I tried to do it:
http://www.mediafire.com/download/1499uzmf9tbyq8m
They sound good in game but the sound is being played from where you get hit. So if you get hit in the LEFT arm, you will hear "UGH" from LEFT as if someone next to you would get hit. Which makes no sense because your moan should be audible from the CENTER. I don't know a better way to make this work so I just pulled the voice out of the samples.
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I like the sounds so far, but it's going to be hard for me to switch from JSRS3's DragonFyre unless your pack offers new sounds that add to immersion. For example, I noticed in DragonFyre immediately the first time I used it. Running on grass features a new grass trampling sound that isn't audible in the vanilla. The gunshots for all the weapons do sound better in my opinion that DragonFyre's. They feel more powerful as gunshots should. In my opinion, every little detail that should be audible should be. This is the reason I like DragonFyre so much as you can hear things that you cant in Vanilla like gunshot reflections on surfaces. The one thing that would add to immersion would be new player hit sounds that also include groans or grunts when a soldier is struck by a round.You seem to not listen to Laxe's videos with proper volume. You can hear every detail in Laxe's guns. JSRS is completely OVER THE TOP loud and distorted, google "loudness war music industry". Shit's happening in games too. Also, Laxeman has gun sound reflections.
@Hit sounds: I tried to do it:
http://www.mediafire.com/download/1499uzmf9tbyq8m
The sound good in game but the sound is being played from where you get hit. So if you get hit in the LEFT arm, you will hear "UGH" from LEFT as if someone next to you would get hit. Which makes no sense because your moan should be audible from the CENTER. I don't know a better way to make this work so I just pulled the voice out of the samples.
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Been waiting for someone to look at sound modding from this perspective. Sounds great fantastic! Bravo :-)Tell your friends, I am all up for support and feedback. I am confident in my skills but never stop to learn in game audio design.
Addons/sounds_f/a3/sounds_f/characters/human-sfx/ folders P01 -P06I actually took a look at the sound folders before your post and found the sounds! Goddamit BIS y u no use this? :(
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Hey those sound good , nice punched in the gut sound to them. I also use my own voice for my own custom death screens but with more of a deflated bag "ooooooof" while camera switches to 3rd person. Dunno why BI doesnt use these simple immersion builders, hell they have a whole bunch of hit sounds in there already unused....so I put them in Laxeman's death cries demo mod and it works pretty fricken nicely.You put BI's vanilla samples into a mod? :D Which samples?
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Mhh, what I do is -
I find a nice looping spot in the sample, I note the sample number from my DAW, which is pretty accurate.
I do the configs.
Result:
Only the GAU8 sounds proper, the rest is kind of... Well, you hear it. The typical arma sound crap.
I am not sure this is a matter of "finding" the right sample numbers but rather a matter of configs. Here it is:
class Mode_FullAuto; class CfgWeapons { class CannonCore; class MGunCore; class MGun; class LMG_RCWS; class LMG_Minigun: LMG_RCWS { class manual: MGun { class StandardSound { begin1[] = {"MegasSound\addons\Mega_Miniguns\65mm",1.0,1,2000,{8815,32828}}; soundBegin[] = {"begin1",1}; weaponSoundEffect = "DefaultRifle"; closure1[] = {"",0.31622776,1,20}; closure2[] = {"",0.31622776,1,20}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; }; soundContinuous = 1; }; }; class Gatling_30mm_Plane_CAS_01_F: CannonCore { class LowROF: Mode_FullAuto { class StandardSound { begin1[] = {"MegasSound\addons\Mega_Miniguns\65mm",1.0,1,2000,{8815,32828}}; soundBegin[] = {"begin1",1}; weaponSoundEffect = "DefaultRifle"; }; }; }; class M134_minigun: MGunCore { class LowROF: Mode_FullAuto { class StandardSound { begin1[] = {"MegasSound\addons\Mega_Miniguns\65mm",1.0,1,2000,{8815,32828}}; soundBegin[] = {"begin1",1}; weaponSoundEffect = "DefaultRifle"; }; soundContinuous = 1; }; class HighROF: LowROF { sounds[] = {"StandardSound"}; class StandardSound { begin1[] = {"MegasSound\addons\Mega_Miniguns\65mm",1.0,1,2000,{8815,32828}}; soundBegin[] = {"begin1",1}; weaponSoundEffect = "DefaultRifle"; }; soundContinuous = 1; }; }; };And I have no idea whats going on there.
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I checked out your RHS minigun sound.
It's the same there - the sample gets started over again and again for each shot instead of properly looping between 2 spots while the mouse button is pressed. So it's broke.
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Thanks :),
yep, short, dry, punchy. Can't wait to finish the damn weapons so I can move onto rocket launchers & cannons n shit, gonna be awesome!
---------- Post added at 08:24 PM ---------- Previous post was at 08:08 PM ----------
Releasing current state of mod:
https://www.dropbox.com/s/4n72ihrw418wgn9/15.Jan.2015_%40MegasSound.7z?dl=1
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Thanks but:
Yours is the config for the M134 that is on the littlebird, I am talking about the 6.5 mm gatling on the "blackhawk" helo. It's vanilla config says following:
class LMG_Minigun: LMG_RCWS { displayName = "$STR_A3_LMG_Minigun0"; class manual: MGun { displayName = "$STR_A3_LMG_Minigun0"; autoFire = 1; sounds[] = {"StandardSound"}; class StandardSound { begin1[] = {"A3\Sounds_F\weapons\Gatling\minigun_shot_5",1.0,1,2000}; begin2[] = {"A3\Sounds_F\weapons\Gatling\minigun_shot_6",1.0,1,2000}; soundBegin[] = {"begin1",0.5,"begin2",0.5}; weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\gatling\gatling_rotation_short_2",0.31622776,1,20}; closure2[] = {"A3\sounds_f\weapons\gatling\gatling_rotation_short_3",0.31622776,1,20}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; }; reloadTime = 0.033; dispersion = 0.0087; showToPlayer = 1; soundContinuous = 0; };I really do not want to give it new modes/remove them. :-/ Usually breaks something. Editing the current mode was enough.
---------- Post added at 07:54 PM ---------- Previous post was at 07:21 PM ----------
Goddamit,
does not even work on M134s! The sound keeps restarting itself all the time! Damn, what's wrong?
class M134_minigun: MGunCore { class LowROF: Mode_FullAuto { class StandardSound { begin1[] = {"MegasSound\addons\Mega_Miniguns\65mm",1.0,1,2000,{8815,32828}}; soundBegin[] = {"begin1",1}; weaponSoundEffect = "DefaultRifle"; }; soundContinuous = 1; }; class HighROF: LowROF { sounds[] = {"StandardSound"}; class StandardSound { begin1[] = {"MegasSound\addons\Mega_Miniguns\65mm",1.0,1,2000,{8815,32828}}; soundBegin[] = {"begin1",1}; weaponSoundEffect = "DefaultRifle"; }; soundContinuous = 1; }; };I mean - it KIND of works... When I start shooting and release the mouse button, it jumps to the 2nd sample mark. If I shoot again BEFORE the sample is finished it plays from the 1st mark. But if I keep the button pressed instead of looping between mark 1 and mark 2 it just restarts the sound for each "shot". So I guess this is what BigPickle means by "broken".
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Nice. Wasn't there some "aaaah" shout in A2 when you got hit? Some hit scream/shout on top of that and it will be very nice systemI tried, actually recorded myself. :)
http://www.mediafire.com/download/1499uzmf9tbyq8m
The problem is - if you get hit in your left arm, the "hit" sound, together with the "ARGH" will be played to the LEFT of your head, which sounds silly.
In A3 there is this "pain" system, maybe I can exploit that somehow.
---------- Post added at 07:14 PM ---------- Previous post was at 06:27 PM ----------
Mk200 prototype, not perfectly happy with the mechanics but I think it's fine.
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It's on the stable since the a-10 mutant was introduced, and it should work on any (vehicle) weapon, I used it for two weapons of RHS :)Fuck me, I can't get the minigun to work properly. The sound keeps restarting... :-/ I checked whether I was writing configs in a bad way and wrote one for the GAU8, worked out of the box. Dammit.
Could you PM me a part of a config or something?
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The sound loop feature is still broken, I'm guessing the "last line of defense" missed this one.This is what is not working and what I have been told about it by another BIS developer:
*The time measurement is Samples
*The red figures are the start of the loop, the blue figures are the end of the loop
*The sample plays till it hits the loop start (red), the plays the loop continusly, until firing stops then it plays what is left of the sample after the (blue) end of the sample.
begin1[] = {"A3\Sounds_F_EPC\Weapons\gau_03_burst",2.51189,1,4500,{25704,32159}};
Below is the explained version of above:
begin1[] = {"FileTree\FileTree\FileTree\SampleName.wss",Volume,Pitch,DistanceTillSilent,{LoopStart,LoopEnd}};
Please fix this, plus a suggestion would be change the parameter for measurement from Samples to decimal, just for the sake of ease of use if anything else.
Hold on, how come this works for the BIS GAU but not for my modded minigun? What am I missing here?
class CfgWeapons { class MGun; class LMG_RCWS; class LMG_Minigun: LMG_RCWS { class manual: MGun { class StandardSound { begin1[] = {"MegasSound\addons\Mega_Miniguns\65mm",1.0,1,2000,{8815,32828}}; soundBegin[] = {"begin1",1}; weaponSoundEffect = "DefaultRifle"; closure1[] = {"",0.31622776,1,20}; closure2[] = {"",0.31622776,1,20}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; }; }; }; }; -
Yup, using that for the GAU.And how we find it? Tweak, restart, repeat for 20 times :D :D
Nooo, fuck that! I'm going to look into a better way. If I find out anything I'll let you know. ;)
Got it. Shows sample number right there. :)
http://forum.cockos.com/showthread.php?p=1460240&posted=1#post1460240
http://i.imgur.com/AfbTxPJ.jpg
Hail reaper.
What DAW do you use? I'm sure there is a similiar setting.
EDIT:
Is this feature working in arma right now or do I need the dev version for it? Bigpickle said something about it not working.
EDIT2: Apparently it works on GAU only. Goddamit.
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Lax, do you use the "loop" function that has been mentioned in the audio tweaking thread? I know we both can find the "right spot" in the DAW but how to find the right sample number... Mh. :-/
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Ever noticed how you either barely hear when you get hit OR the sound's timing is off? I mean - why do you hear the incoming SUPERSONIC bullet and then the hit?
I did something about that.
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Heavily modded fostex T50RP http://www.head-fi.org/t/618659/fostex-t50rp-incremental-mods-and-measurementsFor these mods you have to be a pure Mc Gyver...
These headphones needs mods and solid amping. Then they sound audeze-like :D Little bit overpowered for games :p
I refer to your downloadable version.
Very nice man! :) Love flat frequency response. I am using Behringer DT 990 Pro, which are a bit treble-heavy and crisp, but I can compensate for it. :) Heil to great cans! :D
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This would be nice indeed.
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zafir and mx have nice hard punch in the midbass area. Thats what I like!my soundrig: headphones with flat frequency response in cmss2-xfi modus
Thanks.
What headphones? And why would you use any surround simulation for listening to a video that has stereo sound?
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Sounds good and balanced so far, I notice improvements on the heavier calibers that had a bit too long kick earlier.Also youtube video on the JSRS RC when ;)
What do you mean - long kick?
THis is sounding great man! Cant wait for the next updateThanks, I will do some more work in the next days. :)

Getting back into sound modding, need feedback on sounds
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
Thanks! Tell your friends. ;) This world needs proper sound, seeing that current arma3 sound changes don't go into the direction I hoped for.
The 50cals are getting a rework, they need it.
The TRG series all use the same firing sound and it's pretty bassy but it should not be distorted at all. Try disabling your surround and playing with basic stereo. On a side note - surround headphones are not the best sound equipment. :-/ They often lack the linear frequency response/sound honesty. The same sound can sound totally different depending on the set of headphones used. I use Beyerdynamic DT 990 PRO stereo headphones which are pretty honest/have a flat frequency response but are a bit too bright sounding.