Author Topic: Accurate external gun sounds  (Read 801 times)

Offline Chalenge

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Re: Accurate external gun sounds
« Reply #15 on: February 22, 2013, 05:46:45 PM »
Yes, I know. It's either a bug or just the way it is. HTC is working on a new method that will allow for an expansion of the number of sounds possible, so maybe that will fix it?

http://bbs.hitechcreations.com/smf/index.php/topic,345833.msg4566316.html#msg4566316
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Offline Pand

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Re: Accurate external gun sounds
« Reply #16 on: April 19, 2013, 11:09:01 AM »
HTC, will the new sound development you are working on address this?   Thanks :salute

Regards,

Pandemonium
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Offline Vinkman

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Re: Accurate external gun sounds
« Reply #17 on: April 19, 2013, 12:49:16 PM »
I thought they were different.  :headscratch:
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Offline waystin2

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Re: Accurate external gun sounds
« Reply #18 on: April 19, 2013, 12:54:06 PM »
I thought they were different.  :headscratch:

Mind sounds different.  Kinda of a pat ta tat tat for the smaller guns, and a crack crack crack for the bigger.... At least I remember it that way.  Ah hell, maybe I have been shot at too much.... :uhoh
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Offline Pand

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Re: Accurate external gun sounds
« Reply #19 on: April 19, 2013, 03:51:58 PM »
An easy way to test is fly next to a k4 and have them fire their mg's instead of the 30mm.  It sounds like the 30mm no matter what they are firing.

Regards,

Pandemonium
"HORDE not HOARD. Unless someone has a dragon sitting on top of a bunch of La7s somewhere." -80hd

Offline Chalenge

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Re: Accurate external gun sounds
« Reply #20 on: April 19, 2013, 04:33:20 PM »
Now that I have completed the assembly of my sounds for all aircraft and vehicles there are quite a few areas I would like to have expanded. One is the fleet guns. Currently it uses explode1.wav, which you can make sound like the 15" guns, or the 5" guns, but in the end they have the same sound. Two would be the engine startup sounds, which I believe are shortened so that users can get right into combat. That means you miss out on a lot of quality sound though. Three would be the landing gear, which has been shortened to just three seconds in a lot of cases, probably for the same reason as engine startups. But it doesn't make any sense why something like the Lancaster has only three seconds to pull its gear up, while some fighters and other bombers have eight seconds (which in some cases is still not enough in reality).

Finally, you come to the gun sounds. In some cases aircraft have various gun packages, but sound packages are limited to using the one M2.wav sound for external sounds (what Pand is describing). So, if you use a 8x.303 package for M2 and the plane is actually using 20mm, then you are in for a surprise if he hits you. Also, some of the Japanese planes have two gun packages even for the plane choices AH uses only one gun package for. The sound creator has the option of choosing Navy, or Army guns, but that choice cannot be made by the pilot because the sounds are limited.

There are lesser issues, like fuel tanks and bomb releases using the same sound. Like Pand I am hoping the change to a new sound engine will address these shortcomings. And I'm sure there are more that I just didn't think of while composing this reply (like dive brakes that just don't have a sound, and so on).
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Offline hitech

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Re: Accurate external gun sounds
« Reply #21 on: April 20, 2013, 12:11:10 PM »
Chalange: The sound system testing we have been doing is simply for stability testing to decide to go with fmod or miles.

The test work with the existing system, but the reason we are testing them is that we would then add a new layer of sound control "events".

What are events are is a data driven design that separates the concept of a sound event from a sound sound file. These events are small, so that we can have different events for each weapon. And that event then can all map back to an existing sound file. The advantage is that players can then change sound events to a different sound file, or a multiple overplayed sound files, mixing and all sorts of effect.

But AH still would simply say play event bomb doors open.

See http://www.fmod.org/

We were in the process of doing are last stability testing when the BBS dumped,then I was gone for a week, then then we had to put out the current version. As soon as the patch is release, ill be back on the sound stuff.

HiTech


Offline Chalenge

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Re: Accurate external gun sounds
« Reply #22 on: April 20, 2013, 04:37:42 PM »
Excellent! I am looking forward to seeing this in place.
If you like the Sick Puppy Custom Sound Pack the please consider contributing for future updates by sending a months dues to Hitech Creations for account "Chalenge." Every little bit helps.