Rifle Sound
w0dk4
Join Date: 2008-04-22 Member: 64129Members, Constellation, Reinforced - Shadow
I dont understand why instead of trying to fix the rifle sound loop bug (5+ patches, really?), you simply make the rifle sound work on a per-shot basis rather than the trigger basis.
This will require a different sound, however, I think the old HMG of NS1 is a perfect example of how well non-looping sounds work. (single and multiple shots simply sound awesome).
This will require a different sound, however, I think the old HMG of NS1 is a perfect example of how well non-looping sounds work. (single and multiple shots simply sound awesome).
Comments
Also, when we say that we've fixed the looping sound bug, we mean the sound bug where it would loop forever. We know it still has problems where it continues to loop for a short time after its finished firing, and we are looking into the causes. In general, if there's a problem like that its better to fix it in the code side, as its often indicative of a larger problem, rather then just trying to work around it by getting rid of all looping sounds.
--Cory
I dont know, but I thought the weapons in NS1 and CounterStrike for example all sound really nice, and they are non-looping as far as I know.
yeh they sound nice, but compare CS to bad company 2 or crysis 2 and ull know what im talking about.
These are non-looping and sound great.
Generally you use a mix of loops and singles, you can open with a single which has more emphasis because the rifle is starting to shoot, then you loop while it's shooting, then the final bullet plays a single again, but the final single has like a long fadeoff, which simulates the echoes you would get from something that loud.
Loops also have the benefit of only using one sound channel, whereas half a dozen overlapping singles would use half a dozen channels.
If you can get loops to work, use them, and I'm sure UWE can get the loops working.
Besides, you'll need loops for a lot of sounds in the game, you need to fix them at some point.
Hmm... surely this wasn't the case in HL1? Like the aforementioned HMG, that uh... how to put it, sort of <i>replaced</i> any currently running instance of the sound when starting the sound anew. So the old sound was cut off, even if only halfway, and the new played in its stead.
At least, it sounded exactly like that was how it worked, when I went to make a loop sound out of the HMG firing (for using in TF2).
At least, it sounded exactly like that was how it worked, when I went to make a loop sound out of the HMG firing (for using in TF2).<!--QuoteEnd--></div><!--QuoteEEnd-->
Well you could do that but you would probably notice the cutoff unless you made the sound very carefully.
Best way is still to make a loop, then you can make the overlap sound like whatever you want in the sound editor. Gives the sound designer more control, lets them do anything they can do in the editor.
thats how it works now actually, but the last single shot isnt the same as the first one, its just the tail end of the fire sound.
1 bullet?
2 bullets?
3 bullets?
4 bullets?