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Old 07-28-2008, 02:45 AM   #71
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Re: New Sound effects suggestion

Can't wait to hear them!
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Old 07-29-2008, 09:04 AM   #72

Bamboo's Avatar
Re: New Sound effects suggestion

HOLY CRAP!!!!!

I can't believe I missed this thread. Loved the ARMA sound work, and I really hope you can do something to help PR sounds. This is great news!

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Old 07-29-2008, 12:43 PM   #73

WilhelmTell's Avatar
Re: New Sound effects suggestion

I have to say that the sounds Jaymz has made are really good.
But I agree some more work on them can make them even better. Now with Chammy on board, I bet you two guys will make PR even more atmospheric.
Can't wait for .8 any longer ...

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Old 10-26-2008, 01:12 PM   #74

Janush Rambowski's Avatar
Re: New Sound effects suggestion

PR mod needs more variations for Bullet Sound Effects:

very close passing bullet shot directly at you from close distance =
snapping sound like snapping fingers but louder & sharper;
the current pr mod sound would be better used as an effect for hitting soft/ loose objects like gravel or wood; the sound effect also needs a more percussive POP like snapping fingers

passing bullet NOT shot directly at you from close distance = snapping pop (slightly less snap, slightly more pop) with hissing sound

passing bullet shot directly at you from intermediate distance = less snap, more pop with slight whiz that fades quickly

passing bullet NOT shot directly at you from intermediate distance = less snap, more pop with more faint, but longer lasting whiz & hissing sound that fades out; it also has a very, very slight fade-in

passing bullet shot directly at you from far distance = whiz that starts abruptly with a soft percussive quality to it; it has a springy, buzzing sound to it that fades out quickly

passing bullet NOT shot directly at you from a far distance = a mosquito-like whizzing that fades in & fades out with some hissing; the fade-in & fade-out are relatively longer & more gradual; it also has a vibrating/ buzzing sound as it spins & tears through the air at slower speed

very distant bullets = you don't hear, [maybe a very, very faint hiss], OR, if a little bit closer, it will have a very quiet/ faint protracted whining sound that will fade in & fade out gradually; the volume of the whining sound still depends on the distance but if the bullet is whining, then it is shot from such a distance & oblique angle that would indicate that it was shot with no intention of being at you and is no threat to you or your position

*NOTE: the farther the bullet is OR the farther away the bullet is shot, the longer it will take for the buzzing, whizzing, & hissing to lower in pitch; think doppler effect - a truck passing on the freeway is a good example - if you're standing close to the road, it will fade in & fade out quickly and the pitch will rise & fall quickly; if you're standing far from the road, then the sound will fade in & fade out slowly and the pitch will rise & fall slowly

my guesstimate for the range of all these sound effects would be for bullets passing within about 100 meters



sound of bullet hitting flesh = loud slap; the closer the shot fired, the louder the slap

sound of bullet hitting chest = loud thump; the closer the shot fired, the louder the thump

also consider the materials worn on the part of the body that's hit (as well as what part of the body that's hit), i.e., consider the sound effects for the different hit-boxes, e.g., body armor vs. back pack, arm vs. leg, upper-leg thigh vs. lower-leg boot, helmet vs. face, padding vs. no padding, etc...
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Last edited by Janush Rambowski; 10-26-2008 at 01:19 PM.
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Old 10-26-2008, 01:41 PM   #75

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Re: New Sound effects suggestion

Im sure it could be improved but pr has the best bullet sounds of any game Ive played and it really shows now the shots are not perfectly accurate all the time

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Old 10-26-2008, 08:18 PM   #76
PR Contributor

[R-CON]Chammy's Avatar
Re: New Sound effects suggestion

Quote:
Originally Posted by Janush Rambowski View Post
PR mod needs more variations for Bullet Sound Effects:

very close passing bullet shot directly at you from close distance =
snapping sound like snapping fingers but louder & sharper;
the current pr mod sound would be better used as an effect for hitting soft/ loose objects like gravel or wood; the sound effect also needs a more percussive POP like snapping fingers

passing bullet NOT shot directly at you from close distance = snapping pop (slightly less snap, slightly more pop) with hissing sound

passing bullet shot directly at you from intermediate distance = less snap, more pop with slight whiz that fades quickly

passing bullet NOT shot directly at you from intermediate distance = less snap, more pop with more faint, but longer lasting whiz & hissing sound that fades out; it also has a very, very slight fade-in

passing bullet shot directly at you from far distance = whiz that starts abruptly with a soft percussive quality to it; it has a springy, buzzing sound to it that fades out quickly

passing bullet NOT shot directly at you from a far distance = a mosquito-like whizzing that fades in & fades out with some hissing; the fade-in & fade-out are relatively longer & more gradual; it also has a vibrating/ buzzing sound as it spins & tears through the air at slower speed

very distant bullets = you don't hear, [maybe a very, very faint hiss], OR, if a little bit closer, it will have a very quiet/ faint protracted whining sound that will fade in & fade out gradually; the volume of the whining sound still depends on the distance but if the bullet is whining, then it is shot from such a distance & oblique angle that would indicate that it was shot with no intention of being at you and is no threat to you or your position

*NOTE: the farther the bullet is OR the farther away the bullet is shot, the longer it will take for the buzzing, whizzing, & hissing to lower in pitch; think doppler effect - a truck passing on the freeway is a good example - if you're standing close to the road, it will fade in & fade out quickly and the pitch will rise & fall quickly; if you're standing far from the road, then the sound will fade in & fade out slowly and the pitch will rise & fall slowly

my guesstimate for the range of all these sound effects would be for bullets passing within about 100 meters



sound of bullet hitting flesh = loud slap; the closer the shot fired, the louder the slap

sound of bullet hitting chest = loud thump; the closer the shot fired, the louder the thump

also consider the materials worn on the part of the body that's hit (as well as what part of the body that's hit), i.e., consider the sound effects for the different hit-boxes, e.g., body armor vs. back pack, arm vs. leg, upper-leg thigh vs. lower-leg boot, helmet vs. face, padding vs. no padding, etc...



Yes, myself and Jaymz are currently or have already worked on that. The detail you discribe may not fully be emplemented. I had checked out the sound packages lately and I think the sounds used now for bullets are very good already, although, most are universaly used by most combat games out there. I have been supplying Jaymz with new stuff evry so often and so he has been the one determining what should stay or go. The next update should have some more changes. I have been working again with ArmA, fixing bugs in my CSM sound modm take a wisten to a couple of vids made by users:

YouTube - Armed Assault: CSM (Chammy's Sound Mod)

Arma - In Game - Using Chammy Soundmod V2 Beta & more on Vimeo

the last one had a bug that is fixed now, evidently the versions of Armed Assualt , each either UK, US, Euro etc. versions had issues playing stock sounds at the time.
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