Sound synchronization is off on AR
.ADHd
Join Date: 2012-02-18 Member: 146565Members
<div class="IPBDescription">Been annoying me forever</div>I know this may seem like a small bug but it's much more important than one would imagine at first thought. The sound of the AR firing is awesome and very aesthetically pleasing albeit not realistic to the actual rate of fire in game. It sounds like it's shooting super fast, but in reality the sound of the bullets firing are not actually in sync with the ammo count while firing. This just gives players a false sense of feedback on how many actual rounds are going down range and hitting enemies.
This, in many ways, could cause players to have a placebo effect of thinking they have bad hit registry... the reason for this is because they hear so many bullets firing yet that many bullets have not actually fired in the game. I assume this is the programmers fault not taking the time to sync the fire sounds with the actual firing rate / animation.
I also noticed in one of the older builds that either the time between the looping of the fire sound was either decreased or the rounds per minute on the AR were raised. I can't remember which build but it was definitely noticeable.
Could the developers please take note of this bug. The sound should always be in sync with what is happening on screen otherwise people are going to be getting inaccurate information going into their heads while playing the game.
What the player see's and hears should be accurate to what is actually happening in game. It matter's when playing competitively or if you simply want to know how many bullets are actually hitting someone.
This, in many ways, could cause players to have a placebo effect of thinking they have bad hit registry... the reason for this is because they hear so many bullets firing yet that many bullets have not actually fired in the game. I assume this is the programmers fault not taking the time to sync the fire sounds with the actual firing rate / animation.
I also noticed in one of the older builds that either the time between the looping of the fire sound was either decreased or the rounds per minute on the AR were raised. I can't remember which build but it was definitely noticeable.
Could the developers please take note of this bug. The sound should always be in sync with what is happening on screen otherwise people are going to be getting inaccurate information going into their heads while playing the game.
What the player see's and hears should be accurate to what is actually happening in game. It matter's when playing competitively or if you simply want to know how many bullets are actually hitting someone.
Comments
Perhaps it's for performance reasons? I know NS1 used the latter way and sounded real satisfying with stuff like the HMG.
I would just like to say that the sounds in this game are stellar and done very well.
I run a studio and have recorded and worked with many bands. I highly respect people who can come up with HD audio samples like what are used in NS2. Major props to your guys audio guy. It does seem to me like the audio file is looped somewhere after 5-6 rounds have been fired. You can hear the rythme (beat) of the sample repeating. I am just curious to know if you could simply lengthen the audio sample via time stretch to make it match up with the animation (Sorry I am not an uber programmer just an audio engineer).
Great game and the sounds are done very well. I just have an obsession compulsion when it comes to audio.
i will bug report it so that it gets some love.
will fit nicely for when hit registration is smoother, too.
yes we use a looping sound that has bullet sounds at approximately the same speed as the actual ROF, the problem is that ur actual rate of fire changes slightly with ur FPS,
another problem is that the sound loop is not stopped quickly enough when u mouse off. so it becomes very noticeable when u to small bursts. it will still need some fine tuning, especially with short bursts/single shots, we use loops because they sound WAY better but unfortunately this is a trade off u have to make when using loops. its something that ive noticed in big budget games as well, when u quickly tap fire, u will hear more shots than are actually fired.
if u shoot say 5-6 or more bullets it seems to sync better (on my machine anyway)
yes we use a looping sound that has bullet sounds at approximately the same speed as the actual ROF, the problem is that ur actual rate of fire changes slightly with ur FPS,
another problem is that the sound loop is not stopped quickly enough when u mouse off. so it becomes very noticeable when u to small bursts. it will still need some fine tuning, especially with short bursts/single shots, we use loops because they sound WAY better but unfortunately this is a trade off u have to make when using loops. its something that ive noticed in big budget games as well, when u quickly tap fire, u will hear more shots than are actually fired.
if u shoot say 5-6 or more bullets it seems to sync better (on my machine anyway)<!--QuoteEnd--></div><!--QuoteEEnd-->
Could you instead just use a collection of samples that will play for any bullet event on the server? That way you have the full range and realistic sound but it will be in perfect sync with the ROF.