Verdun
Chumpy May 18, 2015 @ 10:36pm
Gun Sounds, devs please read.
So i know how hard it can be to create really nice gun sounds for a game. I think Verdun has it fairly close to the real thing.

I think sound is probably more important than graphics. Have you ever had one of those games you always go back to play, just because some of the weapons sound totally awesome? As if the sounds where almost a fluke for the creators. I am not saying Verdun has bad weapon sounds, dont get me wrong. I would love it if verdun had a sophisticated sound engine which simulated how sound echo's back from say a hill or a wall, after you fire a weapon. I know its probably hard to do all that, but there is more simple ways some games use. Some games will play a different audio file depending if you are indoors or outdoors for example. Some games even have a whole bunch of sound files to play just to have some slight variation.

I guess what i am after and have been waiting for a long time to see is... A close to reality for how sound travels around and bounces off of things, like it does in real life, echo's building off of each other, sound taking time to get from point A to point B.
I have seen some awesome water physics demo's out there on youtube, if we can simulate water so well, why not sound to?

This is probably a next gen topic and will never be in verdun. But i just wanted to articulate my thoughts on the matter.

Have a look at this video how it takes time for the echo to come back, sounds kinda cool eh? Imagine firing that thing in a small room, would just be one loud bang and some tinnitus.

GOTO 9:06
https://www.youtube.com/watch?v=l73mR4D9pYw
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Showing 1-11 of 11 comments
Arathian May 19, 2015 @ 3:56am 
When I saw a video, I somehow knew it would be from forgotten weapons. The guys videos are interesting.
IOM Mutator Kicks Ass ck them Out_-=Keist=-_
Same with the walking sounds...
Great gun sound thx
Originally posted by Vlaamse Leeuw (BEL):
Same with the walking sounds...
I think the walking sounds are fine, though I'm not sure about the glass bottle sound...
Arathian May 19, 2015 @ 5:33am 
Originally posted by Gumbemanden:
Originally posted by Vlaamse Leeuw (BEL):
Same with the walking sounds...
I think the walking sounds are fine, though I'm not sure about the glass bottle sound...
I didn't notice bottles. I did metal cooking pans. I think it was a combination of a desire to make it less easy to just listen and tell when someone was behind you( more of a rifle deathmatch thing) and due to the fact that pictures of ww 1 soldiers did have them looking like traveling peddlers.
Chumpy May 29, 2015 @ 7:06pm 
I often find in games certain sounds to be to loud or quiet. Usually i find the gunsounds are to quiet compared to character breathing sounds and footsteps. Footsteps in some games can be as loud as a gunshot, its lame. Ive noticed some games use some kind of silencing technique like Insurgency. The ambient sounds will damp down or even cut away while u fire a weapon, kind of simulating the deafening that would happen shortly after firing. Though when the ambient sounds return they seem way to loud, the same volume a gunshot makes.
RedSkulls May 29, 2015 @ 7:32pm 
Never thought I'd see someone actually praising the new...er gun sounds. Really interesting video, echo of the lewis sounds awesome, thanks a lot :D
Coiler46 May 29, 2015 @ 9:41pm 
Notice the spread on the target. Pretty tight.
ψ Wrath ψ May 29, 2015 @ 10:56pm 
+1
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Date Posted: May 18, 2015 @ 10:36pm
Posts: 10