Aces High Bulletin Board
General Forums => Wishlist => Topic started by: Pand on February 19, 2013, 02:03:42 AM
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For example, if a k4 is firing at you, you only hear the thump thump thump of 30mms, regardless if he is only firing mgs. I would like the sound to match the weapon being used. :salute
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I agree, sounds need more accuracy. :aok
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Accuracy would be not hearing anything over the sound of your engine.
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Accuracy would be not hearing anything over the sound of your engine.
I don't disagree, but if it's going to be the way it is today then it should have a sound for each weapon being used.
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+1
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I also agree with Colombo, but as it stands we have a slider for effects, and one for environment which most people seem to take advantage of really well.
An expansion on the OP, also make it so that a sound that is far away becomes more muffled. The explosion of a bomb at 30k should not only sound more muffled than if you were standing right next to it (if heard at all), but should also take a few seconds for the sound to reach you. IMO it's a small change that would go a long way.
+1 for me.
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I have another example from tonight where I was diving on an IL2. He was firing from his rear guns at me and it was producing the 37mm sound.
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Accuracy would be not hearing anything over the sound of your engine.
^ this
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I have another example from tonight where I was diving on an IL2. He was firing from his rear guns at me and it was producing the 37mm sound.
YES! That bugs me to no end!
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For the 109K4 it isnt hard to make the M2 sound play with the Mk108 and MG 131 just like it would for the real airplane (if you have both gun sounds and you know how to mix them). The only problem is that when you take one sound and mix in another the complexity of the sound increases and so does the file size. I would like to see more depth in the sounds too, meaning more of different sounds in the game, but the reason we don't have that is pretty easy to understand and it all comes down to the quality of users machines. HTC wants to provide a game that can be played on a variety of systems and megabytes and megabytes of sounds don't fit in that philosophy very well. Not that I speak for them.
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For the 109K4 it isnt hard to make the M2 sound play with the Mk108 and MG 131 just like it would for the real airplane (if you have both gun sounds and you know how to mix them). The only problem is that when you take one sound and mix in another the complexity of the sound increases and so does the file size. I would like to see more depth in the sounds too, meaning more of different sounds in the game, but the reason we don't have that is pretty easy to understand and it all comes down to the quality of users machines. HTC wants to provide a game that can be played on a variety of systems and megabytes and megabytes of sounds don't fit in that philosophy very well. Not that I speak for them.
I'm not necessarily looking to have them mixed together so you hear both guns firing which would be nice... I'm referring more to when they are firing MGs instead of 30mm I still hear the 30mm sound instead of a MG sound.
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I have another example from tonight where I was diving on an IL2. He was firing from his rear guns at me and it was producing the 37mm sound.
When that happens it scares me.... :joystick: :bolt:
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When that happens it scares me.... :joystick: :bolt:
I know that's why I want it updated! I always have a half second where I think... did I miss another IL2 that's about to paste me? Oh whew, it's just the IL2's ineffective rear guns firing :)
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I'm not necessarily looking to have them mixed together so you hear both guns firing which would be nice... I'm referring more to when they are firing MGs instead of 30mm I still hear the 30mm sound instead of a MG sound.
Yes, that thought is what seeded the second part of my response. Actually, I'm not sure it doesn't already work correctly, because at the moment I cannot test it (it takes two people anyway I think). The game uses three sounds for the 109K4. M2 is the normal gun sound when you hear another K4 firing. I believe most of the sound packs include two more (m2_1 and m2_2) which are alternate sounds for the 13mm guns, or without testing it I assumed they would allow you to hear when the 30mm ran out. Perhaps that is not how it works at all.
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Yes, that thought is what seeded the second part of my response. Actually, I'm not sure it doesn't already work correctly, because at the moment I cannot test it (it takes two people anyway I think). The game uses three sounds for the 109K4. M2 is the normal gun sound when you hear another K4 firing. I believe most of the sound packs include two more (m2_1 and m2_2) which are alternate sounds for the 13mm guns, or without testing it I assumed they would allow you to hear when the 30mm ran out. Perhaps that is not how it works at all.
It works fine if YOU are the one firing... But not external aircraft.
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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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HTC, will the new sound development you are working on address this? Thanks :salute
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I thought they were different. :headscratch:
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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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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.
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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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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
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Excellent! I am looking forward to seeing this in place.