Go Back   Project Reality Forums > Project Reality Mod Forums > PR Community Modding
PR Community Modding : Discussion on PR community mod projects.

Welcome to the Project Reality Forums! Join the Project Reality forums! Contact Us


Reply
 
LinkBack Thread Tools Display Modes
Old 04-03-2008, 12:46 AM   #11
PR Operations Lead
Supporting Member

[R-DEV]Jaymz's Avatar
Send a message via MSN to [R-DEV]Jaymz
Livings, it was me that you spoke to. I remember

The way we coded the distant sounds is kind of tricky to get right. We used the muzzle flash effects and attached the distant sounds to them, then it took two releases to get the crossover distance right(Improved it in 0.75), but that's just touching the surface of the sea of problems we ran into. Worked out in the end though

With regards to these sounds, it's impossible to judge the quality because of how you recorded the in game footage and the fact that it's youtub'd. Youtube converts all audio to a 64kbps Mono file so it's the last place you ever want to show off audio work. I used it to show off the 0.7 distant sounds in the Dev Journal but I was only showing the fact that we coded them and had them working.

So, did you record the weapons? If so, what gear did you use?

[R-DEV]Jaymz is online now
Last edited by [R-DEV]Jaymz; 04-03-2008 at 12:53 AM..
Reply With Quote
Old 04-03-2008, 10:38 AM   #12

Mora's Avatar
Actually in the &fmt=18 mode the audio quality is 44.1KHz 128 kbps Stereo

Mora is offline Reply With Quote
Old 04-03-2008, 12:07 PM   #13

Livings's Avatar
[R-Dev]Jaymz, I recorded the sounds using a various of microphones, that I own, and from a friend. My friend likes to record music and rap demos, because he wants a future in that category. I used MAudio and Sony Preamps. Everything varies... Not all mics pic up the actual sound; some get very distorted, some pic up the actual sound just not the loudness of it, others pick up a very loud sound, but not something you'd want to hear; and lots of mics have different quality levels. I recorded them at different gun ranges, environment locations, distances; so I can look at them from there, and determine which would be best for the source I'm adding it to. Its a expensive process, so if you don't have a decent income it'll take some time.
I think it's best to record them in an outside location, with a more open-range. And I recommend Studio microphones; That are used for recording music...etc...

For my questions; do you guys know how to override the "material" folder, with the impact sounds?
Livings is offline Reply With Quote
Old 04-03-2008, 08:41 PM   #14

Dr_Tubesteak's Avatar
You should be able to do it quite easily. What I do is open the compressed file with a program like WINRAR or in my case 7-zip.

Then I just drag and drop the files that I want into the applicable folder. It should work.

If not drag the folder out, and confirm that it's not set to read-only by checking the properties. If it is, uncheck add the files and then drag them back in.

[R-Dev]Jaymz I assume that more distant sounds are being added to the other effects?

Inspired by what's been done I've been playing around with adding distant sounds to the PKM, sniper, rockets and 25mm.
Dr_Tubesteak is offline Reply With Quote
Old 04-03-2008, 11:52 PM   #15

Livings's Avatar
Dr_Tubesteak, I do that. But, it doesn't override the system... When you add the impact folder into the .rar or .zip; and replace the in-sounds with your own, nothing overrides. It's the same sounds from Battlefield 2.
I'm thinking Project Reality team had the same problem, because they didn't change the explosions.
Livings is offline Reply With Quote
Sponsored Links
Old 04-04-2008, 12:14 AM   #16
PR Operations Lead
Supporting Member

[R-DEV]Jaymz's Avatar
Send a message via MSN to [R-DEV]Jaymz
Quote:
Originally Posted by Livings View Post
And I recommend Studio microphones; That are used for recording music...etc...
Don't worry mate, I've exchanged e-mails with Charles Maynes in the past. Don't know if you know of him or not but he's considered the world renowned expert on military field recording (the COD games and the film Black Hawk Down are some of his credits). In terms of myself, I'll be graduating from a recording arts degree in a month. So some gear purchasing is definitely on the list

Quote:
Originally Posted by Livings View Post
I'm thinking Project Reality team had the same problem, because they didn't change the explosions.
Actually we did, I gave them an outdoor-style delay which they don't have in vBF2. Makes them sound more ambient. They're in the common_client zip.

Quote:
Originally Posted by Dr_Tubesteak View Post
[R-Dev]Jaymz I assume that more distant sounds are being added to the other effects?
Each calibre has it's own distant sound. 5.56, 7.62, 50cal, 9mm.
[R-DEV]Jaymz is online now
Last edited by [R-DEV]Jaymz; 04-04-2008 at 12:19 AM..
Reply With Quote
Old 04-04-2008, 01:51 AM   #17

Dr_Tubesteak's Avatar
I noticed that. Are you working on adding additional sounds to the autocannons, sniper rifles, rockets etc?

Living I'll check mine out to see if I can add in a different sound.

Edit: Works for me. Just a simple drag and drop and it overwrote the PR files.
Dr_Tubesteak is offline
Last edited by Dr_Tubesteak; 04-04-2008 at 02:03 AM..
Reply With Quote
Old 04-09-2008, 03:40 AM   #18

Livings's Avatar
I looked in the PR Common_Client and I saw you guys did change the explosions; sorry for doubting I guess. Didn't sound like it, ingame. I did notice the slight difference in the explosions.

I figured out the problem with the material folder and stuff.
I had to make another folder called "Common_sounds.zip"
And put this line in the Clientarchives, "fileManager.mountArchive mods/Common_sound.zip Common"

Got to have the Objects and Common sounds/folders seperate or it doesn't work properly. It works fine now. I'll try to test the explosions out some more and get some videos up demonstrating. I'll also get a USMC gun video up. Hopefully better quality then the MEC version.
Livings is offline Reply With Quote
Old 04-12-2008, 06:25 AM   #19

Livings's Avatar
YouTube - Battlefield 2 Sound Demo 2

Another short demonstration video. Sorry about the quality again. It's explained in the video description.
I am now satisfied with the Echoes; about the Gun Bangs; idk yet... I was satisfied, but I think they don't fit for Battlefield 2. I think I may have to use the other recordings from a different mic.

And, I don't know the results on this sound mod yet; because I got request from Darkest Hour mod team from Red Orchestra for the sounds for their mod. And I've been sick lately, while slowly working on those.
But I'll try to get more videos with explosions and stuff when I get the chance.
Livings is offline Reply With Quote
Old 04-12-2008, 06:57 AM   #20
PR Contributor

[R-CON]marcoelnk's Avatar
really nice !
i especially like the M16 although i cant say if any these sounds are better than the the current ones...I like them all

[R-CON]marcoelnk is offline Reply With Quote
Sponsored Links
Reply


Bookmarks

Tags
guns, modification, real, recorded, sound, sounds
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


All times are GMT -4. The time now is 08:50 AM.


Powered by: vBulletin. ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO.
All Content Copyright ©2004 - 2008, Project Reality.