Rifle Sounds

ShEpShEp Join Date: 2010-07-20 Member: 72597Members
edited August 2010 in NS2 General Discussion
Hey guys,

I was wondering what everyone thought about the decision to make rifles sound different ?

Although I usually always put gameplay before realism, I think in the case of sound effects and ambiance, this idea might be a little dodgy since realism is best for immersion (in my opinion). I obviously can't say for sure since we haven't actually heard this system work yet.

I was also wondering if the developers had considered using 3 or 4 slightly different sound samples (that would work in random cycles) for bullet shots ? Wouldn't that make things more homogeneous and varied at the same time ?

Anyway I'm not really sure about any of this, I was just interested in giving my thoughts, and hearing yours !

-Alex.

Comments

  • alphzalphz Join Date: 2009-11-09 Member: 69329Members
    I'm not entirely sure but are you implying that having a (what I understand to be very) slightly different rifle sound to your neighbour is bad for immersion??

    I feel in love with this idea as soon as they suggested, I hope it will be brilliant. For one, I can feel awesome for staying alive and be reminded of that with my trusty rifle. A new sound would then remind me of the pain of dying >_<

    But more importantly, I feel it might add another level of strategy as marines and aliens can take cues from how many different rifles are firing in the distance as to the size of a marine force on the move!

    I personally don't like the idea of my weapon sounding different with everyshot, that would make me think its broken or something.
  • alphzalphz Join Date: 2009-11-09 Member: 69329Members
    edited August 2010
  • crodecrode Join Date: 2002-11-09 Member: 7876Members
    I posted a reply on twitter about how the different sounds might be unnecessary with some proper environment audio fx.
  • LuitjensLuitjens Join Date: 2010-07-26 Member: 73034Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, Subnautica Playtester
    I wish we could edit the existing rifle sounds^_^
  • TheGivingTreeTheGivingTree Join Date: 2003-01-09 Member: 12070Members
    I love it, and I love variety in games, no matter how minimal, so good move UWE!
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited August 2010
    <!--quoteo(post=1791839:date=Aug 5 2010, 07:26 AM:name=TheGivingTree)--><div class='quotetop'>QUOTE (TheGivingTree @ Aug 5 2010, 07:26 AM) <a href="index.php?act=findpost&pid=1791839"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I love it, and I love variety in games, no matter how minimal, so good move UWE!<!--QuoteEnd--></div><!--QuoteEEnd-->
    +1
    I was thinking they could continually add alternate sounds to the game, as they update it, even post-1.0. So essentially for every 'sound' you'd have a 'set of sounds' that would be chosen randomly upon spawning. The sounds within a set shouldn't differ too drastically though, of course. Possible soundsets:
    Rifle Fire, Grenade Launcher Fire, standard footsteps, HA foosteps, etc.
    It'd give the game more variety.

    <!--quoteo(post=1791775:date=Aug 5 2010, 05:20 AM:name=ShEp)--><div class='quotetop'>QUOTE (ShEp @ Aug 5 2010, 05:20 AM) <a href="index.php?act=findpost&pid=1791775"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was also wondering if the developers had considered using 3 or 4 slightly different sound samples (that would work in random cycles) for bullet shots ? Wouldn't that make things more homogeneous and varied at the same time ?<!--QuoteEnd--></div><!--QuoteEEnd-->
    homogeneous among the team, varied among shots? i don't really like it. too random, i think.
    i prefer the idea they're currently going with: homogenous among shots, varied among the team.
    Actually, maybe what would sound ideal is: "major" variations between 'different' guns (making up the soundset), and minor variations between shots (making up a subset) so it doesn't seem too loopy. Seems like a lot of work though.

    Also I don't buy that this system makes it <b>less</b> realistic. Actually, rather that not buying it, I don't really understand it. Why?
  • simon kamakazisimon kamakazi Join Date: 2009-04-28 Member: 67296Members
    the riffle is using a single shot for first round and a loop for shots thereafter and a seperate end fire sound. so we can't just put different sounding versions for each shot, nor can we have different sounding loops for the same gun that trigger randomly (it would sound miss matched and inconsistent.) having the player spawn with one of 3 sound sets for the rifle is a good way of adding variaty to the overall soundscape without having each one feel inconsistent. also it will help avoid phasing/cancellation when two players shoot at the same time, like what would happen if they were all playing an identical sound.

    ps i recorded some awsome military choppers at an airshow recntly, they sound wikid as the new rifle sounds.
  • ShEpShEp Join Date: 2010-07-20 Member: 72597Members
    I'm not gonna lie, I think you guys got me convinced.

    I'm really curious as to see this in action =).
  • Mr_CharismaMr_Charisma Join Date: 2003-01-26 Member: 12748Members, NS1 Playtester
    <!--quoteo(post=1791944:date=Aug 5 2010, 06:52 PM:name=simon kamakazi)--><div class='quotetop'>QUOTE (simon kamakazi @ Aug 5 2010, 06:52 PM) <a href="index.php?act=findpost&pid=1791944"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ps i recorded some awsome military choppers at an airshow recntly, they sound wikid as the new rifle sounds.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Now marines can <i>hovar</i>.
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