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Posted

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

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Posted (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 by REL
Posted

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!

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Posted (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 by sobek

Good, fast, cheap. Choose any two.

Come let's eat grandpa!

Use punctuation, save lives!

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