Sup folks.
I am about to get back into sound modding. I disagree with most of the people just making sound LOUD LOUD LOUD and that's it. I hate the loudness war in music that now also seems to be popular to people in games. I believe in dynamic range.
In an ideal world I will re-cofigure all relevant sounds in game so that footsteps, vehicles and weapons are balanced in a way that makes sense from a gameplay perspective. There is no way to keep it realistic, because we cannot use the real life dynamic range of over 150dB. I would like to go kind of like this:
frop bottom to top:
environment
footsteps
ground vehicles
guns & usual weapons (rifles, pistols, mortars), air vehicles
cannons/small explosions
big explosions/and really huge shit
To experience my vision you should have your volume set high enough so that "guns & usual explosions" are really loud. Not ear-breaking, but decently loud. Not everything will be heard at the same time, footsteps and environment will drawn out when loud stuff is around. I will keep samples so that they ALWAYS have a nice punch to them, especially the guns are lacking in that department in many mods out there.
PROBLEMS: No 3rd person/1rst person differentiation. Also - distance. I would be happy with a simple "close" and "far" setting. If anyone knows a smart way that is easy on performance, tell me. An in-engine way would be perfect.
So far touched:
-MX
-Katiba
-Zafir
-Mk20
-Mk200
-TRG
-Sonic Cracks
-Impacts (Body)
-50cals
-RPG42
-Grenades
-Supressors (WIP big time, still not too happy with them)
www.youtube.com/watch?v=k1eFGU29X_k
www.youtube.com/watch?v=HQBCbINWy_I
www.youtube.com/watch?v=timVAERRvrI
www.youtube.com/watch?v=Sxx5MdpKXlQ
www.youtube.com/watch?v=huYXxtZ9-IY
Current WIP Version DOWNLOAD:15.Jan.2015 https://www.dropbox.com/s/4n72ihrw418wgn9/15.Jan.2015_%40MegasSound.7z?dl=1
I am about to get back into sound modding. I disagree with most of the people just making sound LOUD LOUD LOUD and that's it. I hate the loudness war in music that now also seems to be popular to people in games. I believe in dynamic range.
In an ideal world I will re-cofigure all relevant sounds in game so that footsteps, vehicles and weapons are balanced in a way that makes sense from a gameplay perspective. There is no way to keep it realistic, because we cannot use the real life dynamic range of over 150dB. I would like to go kind of like this:
frop bottom to top:
environment
footsteps
ground vehicles
guns & usual weapons (rifles, pistols, mortars), air vehicles
cannons/small explosions
big explosions/and really huge shit
To experience my vision you should have your volume set high enough so that "guns & usual explosions" are really loud. Not ear-breaking, but decently loud. Not everything will be heard at the same time, footsteps and environment will drawn out when loud stuff is around. I will keep samples so that they ALWAYS have a nice punch to them, especially the guns are lacking in that department in many mods out there.
PROBLEMS: No 3rd person/1rst person differentiation. Also - distance. I would be happy with a simple "close" and "far" setting. If anyone knows a smart way that is easy on performance, tell me. An in-engine way would be perfect.
So far touched:
-MX
-Katiba
-Zafir
-Mk20
-Mk200
-TRG
-Sonic Cracks
-Impacts (Body)
-50cals
-RPG42
-Grenades
-Supressors (WIP big time, still not too happy with them)
www.youtube.com/watch?v=k1eFGU29X_k
www.youtube.com/watch?v=HQBCbINWy_I
www.youtube.com/watch?v=timVAERRvrI
www.youtube.com/watch?v=Sxx5MdpKXlQ
www.youtube.com/watch?v=huYXxtZ9-IY
Current WIP Version DOWNLOAD:15.Jan.2015 https://www.dropbox.com/s/4n72ihrw418wgn9/15.Jan.2015_%40MegasSound.7z?dl=1