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Сообщить о проблеме с переводом
This is one of the best audio experiences I have heard from a game, from gunshots, to A10 strikes, to Character voice lines and even hearing enemy players when they use their microphone, its incredible!
Everyone's own opinion I guess...
Agreed
Steps don't even change sound based on enemy elevation.
If you want to hear some good sound designe play "Hunt: Showdown"
In this game you can pinpoint every sound even more then 30 meters away.
Maybe you are now used to the sounds, but give hunt a shot. (Buy it, test it, maybe refund it)
When you come back you will see how bad insurgency does.
I'm not talking about weapon sounds. I talk about the f*cked up 3d sound insurgency has.
https://en.wikipedia.org/wiki/Sound_design
Sound design is about the sounds themselves and their quality. The sound samples used in Sandstorm are amazing. What you're talking about is the mechanic within the game's sound system that changes how sounds are played based on their position in space relative to the player.
Hunt is a game built around sound (and sound whoring you could argue). It's a design choice that was obviously different for Sandstorm.
Honestly, this almost strikes me as a troll post since the sound work in Sandstorm is generally really ♥♥♥♥♥♥♥ good. There's only a few issues I have, one of which being how much of a peashooter the ASVAL sounds. I mean ♥♥♥♥, that thing's firing a .45 ACP round at near-9mm speeds. It should have much more bass to it. It shouldn't sound like a rice cooker, at least.
Well no, sound-design is about the whole package, you don't automatically get a good convincing soundstage by just using high quality samples. It needs a lot of mixing, so that sounds are affected by distance, spacial dimensions, reflection/occlusion etc.
what, i didnt mention anything about the gun sounds
i played a lot of games and its just not right to hear anything from the footsteps to radio and ambient sound you can compare it yourself to any triple A games some of them are doing a pretty good with realism i dont need to say which game
its just my opinion tho no need to hate or saying this is a troll post
i even have the first insurgency and DOI on my library
Well in terms of the footstep audio, you're definitely onto something. I generally don't have an issue figuring out where someone from their footsteps, but the thing that annoys me is when there just isn't any footstep audio at all. As a Coop pleb this is a pretty consistent problem in Hardcore Checkpoint as walking bots make virtually no noise.
I disagree and that's why I linked the wiki page. Sound design is specifically about the sounds used. Designing the sounds. Sound design. How they are played and processed is the (software) engineering part. They are even different specialisations within the software development cycle, because the engineering part means building (i.e. programming) a system that dynamically chooses how the sound is played according to the in-game conditions. Together these give you the quality of the sound experience. You can make a parallel with music production, sound design is just about the sounds (instruments, samples, etc.) being used, but mixing makes them work together. You can have good sound design but a poor mix.
My point was the sounds are some of the best in the industry right now. Whether they are being used properly in-game is debatable, because different design decisions have been made for this game to not make it heavily favor sound whoring. But even the processing part that you mention is really well made.
Also the balance in loudness/punch is off when you compare several guns. The SKS for example almost overshadows the .50s, almost like the sound is clipping actually. The FAL sounds like a peashooter compared to the .45 howitzers, like literally. Or how pistols in general are much louder than rifles in semi-auto.
But a whoooole lot is done manually in the mixing process. It's not just a million samples where the preprogrammed game-engine (also done by the sound designers ofcourse) does the rest.
I'm hobby musician and record/mix music quite regularly btw. Anyway, I don't pretend to be an expert on sounddesign in videogames, I'm not.
Hobby musician as well, not an expert on sound in games either. I think we are actually saying the same thing, I'm just being pedantic about the terminology. I think it's important to have clear distinction between concepts in these complex engineering domains.