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More Fun Sound Effects


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#1 Krujiente

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Posted 10 January 2014 - 04:57 PM

Not a huge priority but I would really, really, like some sound changes made. Nothing too huge. But if I fire six medium lasers, I wish it sounded different than 1 medium laser, like 6 trumpets playing the same note. I love using SRMs, I realize people say they're dumb and use streaks: I say those people are dumb. I like putting a giant 36 point hole in an Assault mech's rear armor/side armor when I am running circles around it in a 50 tonner. However, the sound like the medium laser's is rather lackluster. Its not lackluster when it hits. The receiving mech gets some serious shake and a CLUNK sound of 18 SRMs smacking into him simultaneously, but I am pretty sure they never hear the little CHOOM I hear. They also never hear them exploding on their armor but that could be a think or could not be a thing. It'd be nice to hear more then "INCOMING MISSILES" out of no where when someone right next to me is is firing 5 streak2s. I have a lot of Mechs, but I mostly play Mediums so maybe my experience biased in not hearing LRM40s CHOOMING or 3 PPCs chain-firing (I do hear that sometimes). I feel like AC sounds are pretty perfect though although sometimes I feel like if I am getting shot at by an AC40 jager it should make a bigger report (maybe its not making a sound for me sometimes I dunno) as it explodes off my useless left arm or my precious hunch in whichever I am piloting.

#2 luxebo

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Posted 10 January 2014 - 04:58 PM

Agreed, I think this should happen.

#3 Durant Carlyle

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Posted 10 January 2014 - 10:44 PM

Why should firing more of one weapon sound different than firing only one? Louder, maybe. Or if you have surround sound, maybe it comes from different channels depending on where the weapons are mounted. But it shouldn't sound different.

Missile motors are relatively quiet, especially compared to the explosion at the receiving end.

Lore-wise, some sounds are likely filtered out by the neurohelmet MechWarriors wear, so that things aren't too distracting. They have to be able to hear comrades speaking on comm channels and such. Just like cockpit glass darkens automatically when a laser hits it, so the MechWarrior doesn't go blind.

#4 Krujiente

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Posted 11 January 2014 - 04:47 AM

View PostDurant Carlyle, on 10 January 2014 - 10:44 PM, said:

Why should firing more of one weapon sound different than firing only one? Louder, maybe. Or if you have surround sound, maybe it comes from different channels depending on where the weapons are mounted. But it shouldn't sound different.

Missile motors are relatively quiet, especially compared to the explosion at the receiving end.

Lore-wise, some sounds are likely filtered out by the neurohelmet MechWarriors wear, so that things aren't too distracting. They have to be able to hear comrades speaking on comm channels and such. Just like cockpit glass darkens automatically when a laser hits it, so the MechWarrior doesn't go blind.

Same way an LRM20 sounds different then an LRM5, whether its harmonized or just a volume crank I dunno, but there is absolutely no such effect when it comes to lasers of the normal variety. Also I don't see how not hearing incoming shots would at all advantageous. Half of my Tactical-FPS experience is playing by ear (Quake n Tribes n **** kinda lose that with people flying through the air everywhere and it'd probably be lost on my anyway while I calculated trajectory and Disc speed so I can get my blue plate special) and while I know this is a Mecha Sim (which I actually like better) it'd be nice to actually hear things going off near me from Enemies so I can turn the right direction.

#5 Firewuff

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Posted 13 January 2014 - 12:40 AM

It would be simple to do, for each weapon add a random and small offset to the sample being played for each weapon and overlay the lot. at the moment this isn't the case so it always is perfectly in sync and only sound like the one sound. Trivial coding to do





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