ONT Posted February 3, 2011 Posted February 3, 2011 Much better in the last video. 1: 54 - 1: 58 Sounds like the pitch is a little higher in real life. 0: 04 - 1. 06 0: 40 - 0: 42
effte Posted February 3, 2011 Posted February 3, 2011 Doppler... ----- Introduction to UTM/MGRS - Trying to get your head around what trim is, how it works and how to use it? - DCS helos vs the real world.
206 Burner VR Posted February 3, 2011 Posted February 3, 2011 The best GAU-8 sound .. My love ..Avenger :thumbup: [sIGPIC]http://vlep.pl/u14oct.jpg[/sIGPIC] PILOT: " B U R N E R "
Bushmanni Posted February 12, 2011 Posted February 12, 2011 HE shell impact noise is still very unrealistic. Just some rather sparse and quiet thumps instead of very loud tearing-like sound. http://www.youtube.com/watch?v=TZ-pdvirHDQ DCS Finland: Suomalainen DCS yhteisö -- Finnish DCS community -------------------------------------------------- SF Squadron
icemaker Posted March 8, 2011 Posted March 8, 2011 HE shell impact noise is still very unrealistic. Just some rather sparse and quiet thumps instead of very loud tearing-like sound. http://www.youtube.com/watch?v=TZ-pdvirHDQ +1
REL Posted June 10, 2011 Posted June 10, 2011 (edited) Gun Action Sounds Hey IMHO in this video you can hear 5 types of sounds in the following order: 1.The A-10 engines running in ==> 21-24 Not sure if Exist 2.Ground impact ============> 25-26 Exist - ONLY if the the round actually hits the target 3.Sonic boom of the rounds ====> 26-27 Missing 4.Gun firring ===============> 28-29 Exist 5.The A-10 engines running out => 31 Exist Right? ... well if yes, I sure hope they will fix it, that way it will be much more satisfying to use the gun! Edited June 10, 2011 by REL
sobek Posted June 10, 2011 Posted June 10, 2011 Actually the sharp cracks that are heard first are the sonic boom noises from the rounds, the ground impact sound comes afterwards due to the orientation of the firing platform, the observer and point of impact. The sound engine has made huge advancements in the past year, and even though these things seem trivial, some of them are not easy to implement (sonic crack of the bullet, e.g.) Good, fast, cheap. Choose any two. Come let's eat grandpa! Use punctuation, save lives!
sobek Posted June 10, 2011 Posted June 10, 2011 (edited) Guys, you gotta realise that these rapid impact sounds are very hard to simulate using one sample that is triggered by one impact. The problem is, if the same sample is called up in succession with very little delay (because of the high fire rate), these two samples will interfere and cause what is called comb filter effects in signal processing, producing unwanted filtering of the samples and unrealistic sound, let alone what will happen if this is calculated for the usual number of rounds in one burst. The individual samples would have to be filtered before being played to reduce correlation between two instances and i suspect such filtering would cripple the CPU at the amount it would have to be done. This is not as easy as you imagine. Edited June 10, 2011 by sobek Good, fast, cheap. Choose any two. Come let's eat grandpa! Use punctuation, save lives!
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