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| Modding Tutorials Information and tutorials related to modding BF2. |
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#11 |
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PR Operations Management
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Tricky, you need to set up loop points for the sound. As far as I know you need to do this with a program called sound forge. BF2 uses these loop points to repeat the sound on full auto.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
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#12 | |
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PR Operations Management
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Quote:
Peak volume is the maximum amplitude that your sound file reaches ... and once this hits 0dB, you cannot go any higher. You can achieve this by 'normalizing' the file ... however once a file is normalized you cannot get anymore peak volume out of it. RMS volume is the root mean square of the total amplitude in the track. This means that if you take the amplitude of each 'sample' slice (at 44k1Hz that is 44100 samples in a second of time), and then total them up and obtain the mean amplitude (its actually more complicated than this but I will spare you the maths jargon Now perception of 'loudness' is based upon RMS level and not upon peak level, as it is perfectly possible to have transient peaks that the ear cannot hear due to the ear having a response time. Increasing RMS level is done through the use of compression or limiting. This has the effect of raising the 'quiet' parts of the sound closer to the 'loud' part of the sound .. and thus increasing the overall energy in the sound file (you can normalize the result or use make up gain to make sure you maintain your peak at 0dB). This has the effect of making the sound seem louder even though the peak has not changed. One word of warning though ... it is possible to go too far down this path ... and to start making everything louder and louder until you really have nowhere left to go, and sonic integrity suffers as a result. The most important thing to remember is that percerption of volume is a relation ... one sound in relation to another ... and instead of turning something 'up' ... you can actually turn everything else ... 'down'. | |
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#13 |
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PR Operations Management
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Very good post there Helix, you're in the industry obviously
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
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#14 |
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PR Operations Management
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For those doing voice overs, and wanting to get a completely DEAD and DRY sound, there is this solution here.
The New & Improved Voice Over ?Porta-Booth? What the article describes is incredibly cheap to construct, and with a bit of ingenuity you can pretty much reduce the cost of the mic booth to 0 . And best of all ... it works (although you will need to have a non reflective surface behind the voice artist as well). |
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#15 |
![]() Join Date: Feb 2009
Location: østfold
Posts: 13
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hey. im trying To make This like extra far away sound. like in battlefield vietnam. Like a second 3rd person sound When You Far away. How do i do That? thanks in advance
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#16 |
![]() Join Date: Feb 2009
Location: østfold
Posts: 13
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if You have Sound Forge This will help. Go to Special/region list/Insert. Then Press Region. Then Select Were You want The Sound To loop. example 0 To 2 sec
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#17 | |
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PR Operations Management
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Quote:
However the BF2 engine has this built into it in the form of EAX. | |
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#18 |
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German Forces Mod Leader
![]() Join Date: Mar 2007
Location: Munich,Bavaria
Posts: 1,654
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does anyone have some good sound reference websites (for rifles etc. ) ?
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#20 |
![]() Join Date: Aug 2005
Location: Ohio
Posts: 893
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Heh, i am assuming its the mg4 sounds
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