Aces High Bulletin Board

General Forums => Open Beta Test => Topic started by: Randy1 on August 29, 2016, 03:13:25 PM

Title: New Sound Treatment in AH3
Post by: Randy1 on August 29, 2016, 03:13:25 PM
If you really want to get a good feel for the new sounds in AH3, spend some time in a GV.  It is very well done from cleat clattering to distance explosions that have an ire sound to them.

I must say the more time I spend in AH3 the better I like it.

Well done HTC.
Title: Re: New Sound Treatment in AH3
Post by: Lusche on August 29, 2016, 03:20:00 PM
If you really want to get a good feel for the new sounds in AH3, spend some time in a GV.  It is very well done from cleat clattering to distance explosions that have an ire sound to them.


I sat next to a town that was being taken down by enemy GV and it sounded as if we all were sitting in a large cave...  :bolt:
Title: Re: New Sound Treatment in AH3
Post by: germ on August 29, 2016, 03:28:26 PM
Having been an actual tanker.. and been in combat. They did a decent job on the sounds. The "boom-thump" sound is pretty accurate. When a tank fires, you always hear the boom and impact. Also nice how they included a delay based on distance.

They also did a really good job on the track sounds. Now you can tell if they are creeping or not.

Title: Re: New Sound Treatment in AH3
Post by: popeye on August 29, 2016, 06:38:18 PM
Just need to add a "slosh" when driving though the rice paddies.    :D
Title: Re: New Sound Treatment in AH3
Post by: pipz on August 29, 2016, 06:56:58 PM
Agreed! Sounds are very nice.  :aok
Title: Re: New Sound Treatment in AH3
Post by: bustr on August 29, 2016, 07:27:41 PM
Ever notice when a real life person who's job was working with some tech in our game tells us sounds, or looks, or physics modeling is spot on, people who have never been there still want a fantasy. First and foremost this is a game that they want to work in their favor to land kills. Some of them even continue to whine that they can about those very things they asked to be in their favor, are now gamey and not realistic enough.....  :rolleyes:
Title: Re: New Sound Treatment in AH3
Post by: FBDragon on August 29, 2016, 08:24:52 PM
Ever notice when a real life person who's job was working with some tech in our game tells us sounds, or looks, or physics modeling is spot on, people who have never been there still want a fantasy. First and foremost this is a game that they want to work in their favor to land kills. Some of them even continue to whine that they can about those very things they asked to be in their favor, are now gamey and not realistic enough.....  :rolleyes:

So so true bustr :salute :salute :salute
Title: Re: New Sound Treatment in AH3
Post by: Randy1 on August 30, 2016, 06:43:38 AM
Sounds need to immerse the player as the first goal and second be accurate.  The majority of vox traffic enjoys the new 50 cal sound.  Are they accurate? I have no clue but they are what I think they should sound like.

The v12 sounds like the P-38 I want to be more smooth and less like an very old evinrude 35 hp outboard motor.  The giant radials, need to give you the felling of mass power.  That is what I think it should sounds like not what it really sounds like.

The sound system in ah3 no matter what, is major improvement over ah2.
Title: Re: New Sound Treatment in AH3
Post by: redcatcherb412 on August 30, 2016, 01:26:51 PM
I sat next to a town that was being taken down by enemy GV and it sounded as if we all were sitting in a large cave...  :bolt:

Close up shot and explosions have a sharp crack closeup where the sound of the building collapsing is a more hollow crash.  Never having been in close proximity to close shelling of buildings I can only guess how accurate these sounds are modelled, but they do sound great.

OTOH, sitting in a GV a few killoms from town and hearing distant shellfire is spot on.  Engine off there is the basso thump of the firing followed by the wet sounding explosion itself and a resultant echo that is so reminescant of far off H&I fire from a firebase a few kiloms away.  Somebody in the sound makeup crew must have spent some time under a few 105 or 81mm shells in some proximity. I am sure some other 11 Bravos in here can recognize the realism.  Good immersion effect to say the least.
Title: Re: New Sound Treatment in AH3
Post by: Wiley on August 30, 2016, 01:44:45 PM
I find it fascinating how I react to sound in games like this.  I've seen a few people mention that the one AH2 soundpack is very close to reality, with many if not most being actual recordings of the real thing.

Not to take anything away from anybody's hard work, but to me, it sounded tinny and I didn't care for it, preferring a different one instead.  Looking at it objectively, if I make a conscious decision to use a less realistic sound pack, they may as well sound like TIE fighters.  It's silly.

Doesn't change the way I feel about it though.  I like the sounds I like.

The default sounds are a major step up from AH2's, that's for certain.  I will also be definitely trying out whatever sound packs people come up with.

Wiley.
Title: Re: New Sound Treatment in AH3
Post by: Randy1 on August 30, 2016, 02:19:22 PM
BTW, if you want a good idea for Christmas present this year, hint to the giver you want a butt kicker.  Ah3 greatly enhances the butt kicker's output.
Title: Re: New Sound Treatment in AH3
Post by: JimmyC on August 30, 2016, 02:48:03 PM
I wonder if sounds are quite different to folks with on board or dedicated sound cards ..or headphones v tv speakers
Title: Re: New Sound Treatment in AH3
Post by: Hungry on August 30, 2016, 03:47:22 PM
I wonder if sounds are quite different to folks with on board or dedicated sound cards ..or headphones v tv speakers

Almost the same thing I was wondering but I was thinking the AH3 sound system just presents the sound better to your device, more fidelity if you will.
Title: Re: New Sound Treatment in AH3
Post by: Lusche on August 30, 2016, 04:23:11 PM
I wonder if sounds are quite different to folks with on board or dedicated sound cards [...]

Using an onboard soundchip, I very much hope that dedicated sound cart users get a much different experience than I do.

I just was sitting in a Wirbel on a field right next to the city strat. A spitfire in the distance came under heavy AA fire and I could hear the guns/explosions. Quite an impressive feature.
Unfortunately again there was a very metallic sounding echo, not the natural one but as if someone was setting of firecracers in a large metal duct.
Title: Re: New Sound Treatment in AH3
Post by: Hungry on August 30, 2016, 04:31:48 PM
Using an onboard soundchip, I very much hope that dedicated sound cart users get a much different experience than I do.

I just was sitting in a Wirbel on a field right next to the city strat. A spitfire in the distance came under heavy AA fire and I could hear the guns/explosions. Quite an impressive feature.
Unfortunately again there was a very metallic sounding echo, not the natural one but as if someone was setting of firecracers in a large metal duct.

I use a Zonar DG not exactly top of the line but the sound quality is much improved, my best example would be planes in flight passing by each other, what a difference
Title: Re: New Sound Treatment in AH3
Post by: Chalenge on August 30, 2016, 04:32:03 PM
I wonder if sounds are quite different to folks with on board or dedicated sound cards ..or headphones v tv speakers

Yes. Onboard sounds are almost always skewed, as are USB audio sets. The few exceptions are USB audio DACS where the USB cable is just a pipe for the audio stream. The bottom end consumer audio cards are not much better, but can be much better with adjustments from a plugin equalizer. I prefer the top-end Creative cards because they have positioning included, but there are other options like the Yamaha audio interfaces that also act as external audio interfaces (Yamaha MG10XU for example), or the Behringer Firepower FCA1616 firewire/USB interface. Neither one will do positioning, but both offer excellent audio response and take the audio processing off of your MB entirely, free up the PCI(e) slots and offer other specialty options (sound effects, mixing and so on).

If you listen to my AH2/AH3 Tiger (1 or 2) at idle and don't feel the bass, then your audio is cheating you. After you get used to it then you will want more, as with anything.
Title: Re: New Sound Treatment in AH3
Post by: 1Canukk on August 30, 2016, 04:41:47 PM
BTW, if you want a good idea for Christmas present this year, hint to the giver you want a butt kicker.  Ah3 greatly enhances the butt kicker's output.

  So true Randy , I have it on my chair and Id say on of the present to myself for this game ..Love the sounds , well done Hitech and crew  :salute
Title: Re: New Sound Treatment in AH3
Post by: Bizman on August 31, 2016, 02:59:21 AM
Unfortunately again there was a very metallic sounding echo, not the natural one but as if someone was setting of firecracers in a large metal duct.

Are you sure you haven't set the Environment effects in the Realtek Control Panel to "Sewer Pipe"?  :D
Title: Re: New Sound Treatment in AH3
Post by: ONTOS on August 31, 2016, 04:13:24 PM
The sounds of AH III maybe better than AH II, but not nearly as good as the custom sounds we had in AH II. At least that is what I think.