12:57:47 21 August 2012 |
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exostalker
Novice fashion designer since 2008 (Resident)
 On forum: 08/10/2009
Messages: 1267
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Really looking forward to this, releasing it for Lost Alpha will get more attention too |
18:59:44 13 October 2012 |
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009
Senior Resident
 On forum: 05/13/2010
Messages: 754
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Advises from a fellow sound maker....
Well, does not wanted to go off topic, but I wanted to give a few technical advises/ review on your sound mods...
First of, your sounds are decent, most of the sound profiles are very clean, with little unneeded distortions that could hurt sound quality, they are also correctly timed as well as fully commented. I give you an A+ on that one...
However, a lot of these sounds seems to lost most of it's dynamics and depth due to over editing, there is also too little bass on every sounds you made, especially pistols which sounds like automated staplers... You need to be careful with your equalization...
A lot of these sounds really do not portray the personality and power of the weapons, for example most pistol sounds went "pfffft" or "bakkkkk" instead of a proper, satisfying "bang". Meanwhile, most rifles went "bluck" or "clack", some are even "plingf" or "klang", when it was suppose to go "bum bang dang bang"... These sounds got worse in each new version, with CoP Overhaul 2.0 to be the worst...
Bullet wizz/ bullet hit sounds are piss awful, they hurt my ears and just stands out way too much.... Each and every single sound are too "wet", having way too much treble, they lack good ambiance and designs, the super sonic cracks are also too overdone, they're too loud and overpowers the sounds of weapons in a fire fight, while this is realistic, it's boring to hear the exact same sound over and over again....
Some weapons have multiple firing sounds, but it seems this is not taken complete advantage of, they do not have a lot of variations and adds no dynamics to automatic fires... Also ,there should be at least 6+ firing sounds for each weapons, instead of the just 3, it doesn't take much to make variations for one sound and this should be taken advantage of to the fullest....
Well... that's all I can nit pick... Good luck Darius.
My DeviantART account:
http://mark009vn.deviantart.com/
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23:50:38 17 October 2012 |
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Darius6
The sound guy... (Resident)
 On forum: 04/05/2007
Messages: 2131
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---QUOTATION--- Advises from a fellow sound maker....
Well, does not wanted to go off topic, but I wanted to give a few technical advises/ review on your sound mods...
First of, your sounds are decent, most of the sound profiles are very clean, with little unneeded distortions that could hurt sound quality, they are also correctly timed as well as fully commented. I give you an A+ on that one... ---END QUOTATION---
Thanks.
Well, the reason I begun sound modding originally WAS the annoying invalid ogg-comment errors. Also, I was annoyed that even some vanilla sound work was so sloppy, that the timing was way off.
---QUOTATION---
However, a lot of these sounds seems to lost most of it's dynamics and depth due to over editing, there is also too little bass on every sounds you made, especially pistols which sounds like automated staplers... You need to be careful with your equalization...
A lot of these sounds really do not portray the personality and power of the weapons, for example most pistol sounds went "pfffft" or "bakkkkk" instead of a proper, satisfying "bang". Meanwhile, most rifles went "bluck" or "clack", some are even "plingf" or "klang", when it was suppose to go "bum bang dang bang"... These sounds got worse in each new version, with CoP Overhaul 2.0 to be the worst... ---END QUOTATION---
I originally started out with a crappy sound system, which didn't have any kind of low end/ subwoofer setup and I also was lacking a proper set of headphones, so that kinda explains the thin sound of the early work I did. This time around I've paid extra attention to get a proper low end and a rich sound for the guns. I know it's not perfect, but it's an improvement. Also, It's a thin line when balancing the sounds between what sounds great in first person perspective and what sounds great coming from NPC's.
Since the xray engine doesn't have a proper sound occlusion built in, I try to compromise so, that the weapons sound decent from both perspectives.
Also, nearly ALL weapon sounds have been redone, most from scratch, using more dynamic and better sources for the sounds.
---QUOTATION---
Bullet wizz/ bullet hit sounds are piss awful, they hurt my ears and just stands out way too much.... Each and every single sound are too "wet", having way too much treble, they lack good ambiance and designs, the super sonic cracks are also too overdone, they're too loud and overpowers the sounds of weapons in a fire fight, while this is realistic, it's boring to hear the exact same sound over and over again.... ---END QUOTATION---
These bullet whiz sounds were actually recorded by myself with a camcorder, which in turn had a piss-awful mic, so I did the best with those sounds that I could, considering the source material.
Also, wrong commenting on those sounds previously caused them to override firing sounds in priority, which caused them to "cancel out" some firing sounds.
Anyway, bullet whiz/flyby sounds have been dumped this time around. I might do improved sounds for them later (or not), but right now it's not an priority.
So NO bullet sounds included this time around!
---QUOTATION---
Some weapons have multiple firing sounds, but it seems this is not taken complete advantage of, they do not have a lot of variations and adds no dynamics to automatic fires... Also ,there should be at least 6+ firing sounds for each weapons, instead of the just 3, it doesn't take much to make variations for one sound and this should be taken advantage of to the fullest.... ---END QUOTATION---
Well, again this is an balancing issue. Last time around I got complaints on making the rapid sounds TOO different. So it's easy to either make them too similar or way too different. This time around I've tried my best to make this stuff work a bit better. The original idea with these was to stop the firing sounds cancelling each other out, when shooting rapid fire. I'll use an example:
If you just have a single firing sound, the sound will always cancel out the previous one in rapid fire. The idea on using multiple sounds originally was, that every sound would play it's duration, without being cancelled out by the next. So after a short burst, you could hear the tail "echos" of each sound. Unfortunately, it doesn't completely work like that, they still sort of cancel each other out, but not so much noticeably than before.
One way would be to do each and every sound individually, per gun and by their clip size. So, in theory each bullet in a clip would have their own sound
It was by pure accident, that I came up with the variation factor in this.
---QUOTATION---
Well... that's all I can nit pick... Good luck Darius. ---END QUOTATION---
Well, thank you for the feedback, I'll try to do my best! 
STALKER random humor...
http://www.youtube.com/watch?v=3BjWzke4SSo
Current rig:
Intel i7 4790k @ 4.7Ghz
Asus Z97-AR Black Edition Mobo
16Gb DDR3
Asus strix 1070GTX
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