Soundsystem

PricePrice Join Date: 2003-09-27 Member: 21247Members
edited February 2010 in Ideas and Suggestions
<div class="IPBDescription">Please UWE Team read this and do the same.</div>Please take a look at Battlefield bad company 2 with the game sounds, this sounds are so amazing.
Realy im not a big fan of these Battlefield franchise but i play the beta and i play a lot of games, but this game has the best and amazing ingame sound i ever heard and i have only a damn onboard sound!
It would be awesome if you can use these soundsystem or something like that.
I am not a expert at this sound things, but i hear that day of defeat source use like a new soundsystem too, the system how it works is, if you are in a house you will hear a silence explosion from outside, its hard for me to explain, because <b>im not english and i suck at english.</b>

You hear the whizz and the gunfire, this is what i mean, NS2 need a Soundsystem.
I mean if a soldier shoots in a room A, a skulk can hear this in far rooms because of a tiny echo.
Hard for me to tell you what i mean.
Maybe its better if you use 2 sound ranges (i have no clue about the way how it works but i guess its like this).
Range 1 is for the default sound, no changes, Range 2 is the echo of the weapon, if you are further afar the sound is getting quieter and more hollow.
<img src="http://i46.tinypic.com/2hhei2u.jpg" border="0" class="linked-image" />
The ranges are just for show, nothing 1:1!
I don´t know if im talking bullshi<b>r</b>t but i hope you know what i mean.

<a href="http://www.youtube.com/watch?v=6cFgWKEYC2g" target="_blank">Here you see an example</a>, hear after he fires the rocket launcher.
I know Natural selection 2 will have NO outdoor fights but indoor fights can use a similar system too!
simulair


And this is what the game/readme tell the users what they use i don´t know if this have something to say and maybe its to expensive?
But the sound is very important in a game, not many games use great sounds or they did but you can´t hear them very well.
A good example is the source engine, it has realy good sound files in it, but ingame a lot sounds like crap, i don´t know why, maybe because they use a old sound engine or something but the most sounds are not in the full quality, but in BFBC2 they are and i play with low sound ([Sound]
Quality=low)
So i realy hope you will did something like that, because you are one of my top 5 games list of everytime. (first place!)
I mean i play NS1 for like one year, and no other game let me play it such a long time.


<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->MPEG Layer-3 audio coding technology licensed from Fraunhofer IIS and THOMSON multimedia.<!--QuoteEnd--></div><!--QuoteEEnd-->

Comments

  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    <!--quoteo(post=1752039:date=Feb 9 2010, 10:39 AM:name=Price)--><div class='quotetop'>QUOTE (Price @ Feb 9 2010, 10:39 AM) <a href="index.php?act=findpost&pid=1752039"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Please take a look at Battlefield bad company 2 with the game sounds, this sounds are so amazing.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Bad way to start a post on NS2.

    Doppler effects, rolloff, sound occlusion, proximity, ambience - all of these have been around even since GoldSrc, nothing new. NS2 is using OpenAL which has DirectSound equivalents, so the sound system should be capable of the basic effects you are mentioning (meanwhile we're hoping for true 3D audio via HRTF).

    Source had one of the better sound engines and got acclaim for it as they were among the first to do decent speech synthesis. I think this is just a case of, as you say, "bullshirt".
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    edited February 2010
    <!--quoteo(post=1752049:date=Feb 9 2010, 05:12 PM:name=R_e_n_e_g_a_d_e)--><div class='quotetop'>QUOTE (R_e_n_e_g_a_d_e @ Feb 9 2010, 05:12 PM) <a href="index.php?act=findpost&pid=1752049"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Bad way to start a post on NS2.

    Doppler effects, rolloff, sound occlusion, proximity, ambience - all of these have been around even since GoldSrc, nothing new. NS2 is using OpenAL which has DirectSound equivalents, so the sound system should be capable of the basic effects you are mentioning (meanwhile we're hoping for true 3D audio via HRTF).

    Source had one of the better sound engines and got acclaim for it as they were among the first to do decent speech synthesis. I think this is just a case of, as you say, "bullshirt".<!--QuoteEnd--></div><!--QuoteEEnd-->

    A bad way?
    Hmm, it was only a example, because i was very impressed.
    <a href="http://www.devmaster.net/articles.php?catID=6" target="_blank">OpenAL can use 3D audio too (tutorial)</a>
    I know UWE is a tiny team and compare to DICE or EA its like compare a mouse to a elephant, but UWE has a very good Talent, which they show us with NS1.
    So i hope and i wish they did a good job with the sounds too not only with the graphics, what they did now, becuase the graphics are great.
    The sound is very important too, special the ambient and sound effects themselfs.

    Yeah the GoldSrc...
    You know the quality of the wave files?
    Whatever i say a example of day of defeat source which used the system im talking about, you hear the background firings (not the ambient sounds!).
    Tresspasser if you know this game, its very old but this uses a revolutionaries sound system too.
    <a href="http://en.wikipedia.org/wiki/Jurassic_Park:_Trespasser#Sound" target="_blank">http://en.wikipedia.org/wiki/Jurassic_Park:_Trespasser#Sound</a>
    and its from 1998, but anyway i just want to ask or give some feedback to the UWE team.
    Maybe they already use a system like that and my thread sounds like "yeah man, add a muzzle effect to your game"...lol
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Similar comments are already in the NS2 Idea Wiki. Care to add?
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    The thing he means is bass frequency modulation.
    I don't have a single clue on how weaponsounds are echoing through closed rooms in an installation, so I couldnt really care less - only thing that annoyed me in NS1 is that you could hear weapons through more than 30cm of solid bulkhead (walls and floors).
    That doesnt really make any sense to me and distracted me more than once as I thought someone's behind me when they where actually on a different floor.
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    As I said, that's occlusion, it's been around for a while.
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