Five Elite Mercenaries are send to an Island in middle of the 1980'. The Task: Find and Eliminate a local Drug Baron. Features: new Physic, real Sunmovement, Day/Night Change, Hunger/Food system, realistic (!) Weather system, Light/Dark viewing system for AI, 5 different Fractions on the Island. Complete Realistic simulation of nearly all things, including Sleep. New weapons, new Vehicles. Vehicles driving system is now exact (!) like GTA IV , FireSystem,... this mod is Heavily inspired by GTA, IGI, FarCry.

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Dynamic weapon sound system? (Games : Far Cry : Mods : FarCry Operation Clearing : Forum : Technical Discussion for OP CL Vanilla Mod : Dynamic weapon sound system?) Locked
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Oct 10 2013 Anchor

Is it possible to make the environment sound system work for OP CL?For example:the weapon sounds different while firing outdoors/Indoors, open field/forest.

Yu :)

pvcf
pvcf Germany
Oct 11 2013 Anchor

yes, it would be possible but i dont believe that i do that, its just a mess of work, beside the scripting i would need for about ~30 new bullet-weapons new tail-sounds for all firemodes for in and outdoor ^^
if there is really a interest for modders i can implement a switch in code, that means IF a weapon have both sounds for all firemodes than the playroutine would use the in or outdoor one.
hmmm, maybe its easier to play outdoor simply a additional reverb tail which fits to all weapons ...
i keep that in mind and set this on my to-do list XD

Edited by: pvcf

Oct 12 2013 Anchor

I have an idea, maybe you can add firing sound distance,like close,medium,far,very far. I like to mod sound myself, maybe I can help you with it.

BTW, addtional reverb tails into weapon script will be nice!

Best
Yu

pvcf
pvcf Germany
Oct 12 2013 Anchor

theoretically there is a easier method: EAX AREAS. just create reverb areas and the engine do the rest. unfortunately crytek left a bug in farcry which cause a bad area detection: if you save inside a area and later load the game, the area is NOT recognized as active.
i really tried that to fix, atleast i builded a "player teleport on spawn" code. that means if player spawns on map, than the player will be telported away and immediately back, just to reactivate the area. unfortunately that cause a heavy cpu load in the first second of the mapstart, which cause a strange subtimer problem: from that moment the FPS is lower trough the whole game XD
so that teleport routine is currently switched off (but can be switched on with on command).

NSF001 wrote: I have an idea, maybe you can add firing sound distance,like close,medium,far,very far. I like to mod sound myself, maybe I can help you with it.

every shot sound have
first person sound loop + tail for each firemode
third person sound loop + tail for each firemode (for enemies)

that means if a weapon have 2 firemodes = 8 sounds for one weapon. i have 49 weapons , i think 30 are bulletweapons = 8x30 = 240 sounds. if you now add distance switches we have 3x120 sounds for fire.
i'm byself a professional sounddesigner for games and i think its just impossible to do that.

BTW, addtional reverb tails into weapon script will be nice!

i already play (if in weaponsparams a switch for the current weapon is set to true) a additionally bulletshell throw-out sound , so the tail sound would not be a problem.
currently 99% of OPCL is outdoors, btw XD

hmm, thinking twice why you want that feature: are you not happy with FC standart wpn sounds from enemies? i can say i use not one original weaponsound effekt and range and volume from FC, its COMPLETELY modded and it really sounds very nice in open combats. i cant post videos yet because i don't have recordet such things XD
ah, wait, here is one:Moddb.com and
Moddb.com ( from sec 55 )

Edited by: pvcf

Oct 12 2013 Anchor
pvcf
pvcf Germany
Oct 12 2013 Anchor

sorry, but i dont see a real usage for that. the work for that does not correlate with the benefit. can u provide a video where i can hear how such a system would sound?
pls notice that i have edited my post and provided two videolinks with the actual sounddesign in weapon action :)

Oct 12 2013 Anchor

Someone wrote: can u provide a video where i can hear how such a system would sound?


Actually I cannot provide any video about far cry though, there are no such sound mod exists, but I can provide some Cysis 2 video, Crysis 2 sound system works the same way as far cry.
Youtube.com

Youtube.com

You can hear how the distant weapon sound boost the whole environment up~

BTW, I believe ur AK sound is from Counter-Strike:D, very genetic feeling, this is my version of AK47:
Soundcloud.com

Version 2:
Soundcloud.com

Far:
Soundcloud.com
8)

Edited by: NSF001

pvcf
pvcf Germany
Oct 12 2013 Anchor

thank you for the links! now i know what you mean. first: my videos have 8bit mono sound with ~11-22khz, to save size. the gamedesign is Close Combat (*), that means no AI will shoot you from distance, and IF they do that, the nearby ricochet and bulletimpact sounds will completely overlay distance gun shoot sound. also some of the sounds are placeholders, but especially the AK : i tried 4 or 5 variants, the current one, which is similiar to CS (its not CS), works best, it's the naturally AK sound and maybe i really play to much CS:S, i love this sound *g*. the one you have made sounds like the AK sound from FarCry mod TheDeltaSector Moddb.com , also the distance version. i think you will love the sounddesign of that mod!
for my taste, this sounddesign is way to "cold" und impersonally, i need it warm, close and intense. also the weapons have to be "used", no clean hightech mechanic.
however, i will look how i can expand the 3d sound environment with additional tailsound. a very good example is Snipers FarmerJack2 mod Crymods.net for FarCry. maybe you give it a try, it have very very good tail and bulletimpact sounddesign and i think i will go in that direction.

(* note that this is my personally taste for shooting mechanic in OPCL, i always disliked the possibility to snipe with m4 singleshot all enemies before they even have seen you, that is not possible in OPCL, even AI can't and won't shoot at longer distances than 50m. i want that the player gets physically in contact with the AI, just to let the player know that this is a real living Grunt, i have also a prosecuting for player who kill friendly or neutral Citizens.)

ok, so much to explain why it currently sounds as it do XD
i will implement a outdoor tail addition but the distance to player switch is hard to make. i set this on the todo list for further modding support (if someone will mod with devkid or OPCL). would be intresting how the whole thing would sound with a complete different sound set ^^
for example: i need for a single weapon about 4-5 hours if i have a soundset for it which feels "right" and fit to all the other gunsounds and work with them together.
about the crysis2 videos and the sounddesign: for my taste it to clean, to sterile, all sounds the same but i heared clear the far distance sound you mean.
hmmmmm, what about if i pitch down the 3D sound (weaponsound from AI ) if the AI is far away? thath would make the sound longer, more quiet and deeper (longer tail). will try that first and post a video if i have something usefull!

edit after posting the vtailsound video :
ok, now it takes only 5 minutes to insert a string line for each weapon with a new additionally tailsound. if this is existent, not the generic one will be played. the one from the string is playede (string is simply a path to a soundfile).
now every weapon can have its own reverb tailsound addition or use the generic or play none of them :)

Edited by: pvcf

Oct 13 2013 Anchor

Ok, I got ur idea. :thumbup:

pvcf
pvcf Germany
Oct 13 2013 Anchor

ok, have also builded in a INDOOR reverb addition.
if no custom sound for a weapon is given, also 6 random globalsounds are used (3 player and 3 AI, choose per random).

custom weapon reverb sound:

		-- recoil values
		min_recoil=0,
		max_recoil=2.1,	-- default 0.6 its only a small recoil as more people seem to like it that way
		
		FireLoop="Sounds/Weapons/A2000/WEP_A2000_Loop_M.wav",
		FireLoopStereo="Sounds/Weapons/A2000/WEP_A2000_Loop_S.wav",
		TrailOff="Sounds/Weapons/A2000/WEP_A2000_Loop_End_M.wav",
		TrailOffStereo="Sounds/Weapons/A2000/WEP_A2000_Loop_End_S.wav",
		DrySound ="Sounds/Weapons/A2000/DryFire.wav",
		----------------pvcf-------------------------- EAX simulation--------------------------------
		----insert here custom reverb tail additions for in and outdoor 
--		TailAdditionOutDoorPlayer="sounds\\weapons\\Outdoorreverb\\m4.wav",    --stereo 44khz 
--		TailAdditionOutDoorAI="sounds\\weapons\\Outdoorreverb\\aigeneric1.wav",       --stereo 44khz
--		TailAdditionInDoorPlayer ="sounds\\weapons\\Indoorreverb\\generic1.wav",    --stereo 44khz
--		TailAdditionInDoorAI	="sounds\\weapons\\Indoorreverb\\aigeneric1.wav",       --stereo 44khz	
		----------------pvcf-------------------------- EAX simulation--------------------------------

		SmokeEffect = {
			size = {0.15,0.07,0.035,0.01},
			size_speed = 1.3,
			speed = 3.0,

Edited by: pvcf

Oct 14 2013 Anchor

Wow, thanks for this! Always want these in far cry mod.

pvcf
pvcf Germany
Oct 14 2013 Anchor

thank you but i now also like the result and i have to thank YOU for the investigation here XD

let us discuss the "AI far away wpn sound" switch. in the crysis2 video which you have posted, i'm not lucky with the implementation: it works (positive) as soundbackground, but negative it works twice times as cheat:
-player know he is seen by AI
-player know shoots wont hurt/hit him. (same about HE onsreen information, what a gameplay killer).
additonally its negative because player does not recognize sort of weapon which is firing.

but i also mentioned (psoted in my enginesounddemo Moddb.com) a hard notizable acoustic disance detection for enemy fire action, (player standing above the mercs which fighting the zombies).
actually the engine works like this: we have a soundsource max radius and a fade off radius. the maxradius is the radius where the volume of the firing weapon
is at maximum, usually i use 10 meters, and the volume fade off radius, i think i used something around 100 m.
this fadeoff value cause now, even if you stay only 30m far away, a "close" to the weapon feeling because of the to small volume change.

Edited by: pvcf

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