

[Opinion] Mg Sound Needs Redesign.
#1
Posted 20 February 2013 - 08:40 PM
To give you an impression, GAU-8 - the infamous A-10 Warthog's ATG cannon - uses 30mm caliber bullet that weights around 0.69 kg, according to Wikipedia.
And this is how GAU-8 sounds like:
Seriously. The MG needs to sound a LOT more awesome.
(so does every other AC.)
#2
Posted 20 February 2013 - 09:06 PM

I do love me some awesome sounding guns (especially agree with the ACs), but wouldn't an awesome sounding MG be misleading?

#4
Posted 20 February 2013 - 09:57 PM
It's 100 rounds per minute (M61A1? VULCAN CANNON?) and sounds like a sub-machine gun.
Here, work is done, I'll allow PGI to use my stuff. I'm a sound designer, Im not a sum-zero kind of guy. Want it? Take it, here it is. https://dl.dropbox.c...WO/mwo_mg00.wav
Recycled some old audio I did in the past, remixed, rehashed, some EQ and compression; 'cinema mix'.
Sources available ( duh )
Edited by Calimaw, 20 February 2013 - 09:58 PM.
#5
Posted 20 February 2013 - 10:39 PM
#6
Posted 20 February 2013 - 11:14 PM
#7
Posted 20 February 2013 - 11:31 PM
Xandralkus, on 20 February 2013 - 11:14 PM, said:
Most people don't realize that while a bullet is tiny by itself, a bullet can have incredible force, and pierce armor as long as itself.
I'm willing to accept that in 3050 ARMOR technology has developed further than WEAPONS technology ( you wont see that trend any where in current history ).
Armor can break under fatigue of smaller arms fire, armor is not a simple "you shall not pass" or a "oh, it IS as simple as walking to Mordor".
Vulcan cannons, modern day technology; 'tank killers' fire bullets just as a revolving pistol does, it simply fires moderately larger ones, much much faster.
They need to do a bit more damage, I say remove this "critical" stuff ( hell, look what happen to TF2? Criticals (RANDOM CHANCE) ruined that game) and give the power to the players.
If you don't want your players from Brazil calling for a red or yellow flag every time they die as fair game and due to their own lack of military minded self-preservation, then I suggest you find a way to keep them out of harms way. Other wise let a competitive community compete.
I'm not an elitist, I don't have a horrible attitude, I just want the head of my enemy as I hold him high in the air to remain silent, and not to ***** that I was lucky with critical shots.
Games that keep dedicated people receive money not just for new features, but can receive it purely to support what is already there. That's what a dedicated player provides. A whimsical-fancy player leaves you for the next shiny object/thing.
side note: Also, any one enjoy the sample I made?

Edited by Calimaw, 20 February 2013 - 11:31 PM.
#8
Posted 20 February 2013 - 11:33 PM
#9
Posted 20 February 2013 - 11:45 PM
Woska, on 20 February 2013 - 11:33 PM, said:
Oops! You're right, its 10 rounds a second, not 100.
MG would last 20 seconds of fire, versus its 200 seconds of fire.
Try to play with an MG and then try to expend 1 ton of ammo. Have fun.
Here it is, 1 second of anemic mg fire. https://dl.dropbox.c...WO/mwo_mg01.wav
I say just remove it entirely, be done with it... Flamers too.
Edited by Calimaw, 20 February 2013 - 11:53 PM.
#10
Posted 21 February 2013 - 12:20 AM
Calimaw, on 20 February 2013 - 11:45 PM, said:
Oops! You're right, its 10 rounds a second, not 100.
MG would last 20 seconds of fire, versus its 200 seconds of fire.
Try to play with an MG and then try to expend 1 ton of ammo. Have fun.
Here it is, 1 second of anemic mg fire. https://dl.dropbox.c...WO/mwo_mg01.wav
I say just remove it entirely, be done with it... Flamers too.
Awesome sound file... but it sounds very similar to the MW:O MG

An I love my MG. They kill people now. Took down to Atlas' with them today. No I didn't do most of the damage, but I disarmed the buggers once their armor was gone (thanks to my trusty ER-PPC).
#11
Posted 21 February 2013 - 12:54 AM
focuspark, on 21 February 2013 - 12:20 AM, said:
more than a little off topic but i will mention it anyways because it was awesome.
you know the really obnoxious ECM + streak ravens that run around destroying light mechs with impunity? i killed one with my jenner a few hours ago, execution style. he overheated fighting other mechs and i put a single ERPPC shot into the back of his head scoring the killing blow.
ok you may return to your regularly scheduled debate.
#12
Posted 21 February 2013 - 12:56 AM
focuspark, on 21 February 2013 - 12:20 AM, said:
Awesome sound file... but it sounds very similar to the MW:O MG

An I love my MG. They kill people now. Took down to Atlas' with them today. No I didn't do most of the damage, but I disarmed the buggers once their armor was gone (thanks to my trusty ER-PPC).
Heh, look further up, I made a 100 r/s sound file.
( heres a link to the other sound I made for 100 r/s, so you don't have to look up! https://dl.dropbox.c...WO/mwo_mg00.wav )
The one you pointed out does sound like the MW:O weapon, since it is the same rate of fire (anemic = unhealthy, not robust).

#13
Posted 21 February 2013 - 01:59 AM
If you are not using a headset, please put one on for this example.
I will link you to two files, one is essentially mono (same sound out of both sides [ it's a stereo file, but same sound in each side]), the other is the exact same sound, except it is 180º out of phase.
Sound #1 https://dl.dropbox.c...WO/mwo_mg00.wav
Sound #2 https://dl.dropbox.c...mwo_mg00_ss.wav
Download both samples and play them in a media player. Close your eyes.
You'll notice that Sound #1 sounds like you're ON the weapon, or very very near.
You may also notice that sound #2 gives you a sense of space, like you are between the weapons.
It's even possible to give you a sense of location any where in between, above, below, in front of, or behind of any sound.
Sound #2 is a simple example, but if you involve EQ, miliseconds of delay, and velocity direction you can create a really immersible environment with just audio!
Edited by Calimaw, 21 February 2013 - 02:01 AM.
#14
Posted 21 February 2013 - 05:19 AM
#15
Posted 21 February 2013 - 06:13 AM
zzBigFootzz, on 21 February 2013 - 05:19 AM, said:
The Bass?
Or the Base.
If you meant the base of the sound is too loud ( does that mean simply too loud? ) it would be handled by the engine generally. Audio should be maximized ( as loud as possible with out clipping ) as per file, and adjusted by the engine.
#16
Posted 21 February 2013 - 10:13 PM
The sound designer has done nice work, but they don't have as much control over dynamics as the engine does (live mixing / filtering).
Mutlipoint doppler with varying values between hard ranges for each sound would be cool.
If you listen to the samples I've made you can (if you really know how to listen) hear some slight variation in the pitch through the duration of the sample.
It may not be obvious, it may just simply sound more natural than you'd expect when you consider its the exact same bullet sample every 10 miliseconds. This is due to multiple pitch changes through out the sample.
In fact the first few shots fired start with a 25ms, 20ms, 15ms, and then the constant 10ms after between shots.
This could be exaggerated, and it would make the sound feel very different, but at those close ranges its hard to really THINK what is going on, but you just know its more natural (it emulates some degree of acceleration).
I'm simply just making the point that sound, the only TRUE physically 3D aspect of games/film has the ability to be an extraordinary immersion driver of any story.
You only ever notice sound when it's wrong. and when its right you all but forget that it's there; you're some where else entirely.
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