The L.U.R.K. team wants to provide the best possible experience from Stalker: Shadow of Chernobyl, we don't plan to skew the scope of this game, because I, like many others, fell in love with the game because of the story, the realistic gameplay, and the atmosphere. I plan to preserve and improve on that concept to the best of my abilities, and our team has vowed to do so as well. Which is why we took it upon ourselves to provide that experience. We want to fulfill a niche that's otherwise unfulfilled in the modding community. We want to bring as many features to Stalker without damaging or changing the original theme of the game. While improving upon that concept with features that were dropped off the development cycle from GSC, such as stealth AI, and a strong foundation for balance, as well as dynamic A-Life, and an unprecedented visual presentation that no other Stalker Overhaul can touch.

Post news Report article RSS Feed L.U.R.K. 1.2 Sound Design Dev Diary 10

Daemonion gets his hands dirty with a real SLR-107fr and a P99 to demonstrate 1st vs 3rd person weapon audio.

Posted by Daemonion on Nov 16th, 2012

Remember my previous post where I rattled on about 1st vs 3rd person weapon audio? How I said I'd demonstrate the difference for you (using real guns) shortly? Well, that time is now, my friends.

I used two different microphones for this - an H4N field recorder in stereo and a Rode NTG2 Shotgun in mono. Please note that this audio is all FOR DEMONSTRATION PURPOSES ONLY. This is not the audio I will use in-game, and it is not edited. I don't have hardware limiters and my pre-amps aren't equipped for this kind of work with these mics. I am merely showing the principals at work here; the principal being that guns sound significantly different at varying distances. That is why I knew I needed to try to edit the in-game scripting to reflect this - and I succeeded, thankfully.

Please give a round of applause to my good friend, Jonn, who helped me out with recording/filming. Hilariously, although he has never played STALKER, he managed to dress the role of Bandit quite well (and by total accident).

Thanks, Jonn!

What I did was simple - I asked Jonn to fire five shots each using my Arsenal SLR-107 and Walther P99; two slow shots, and three faster shots. I goofed and there are only two shots for the P99 at 3m and 20m, though. Oops. I used my shotgun mic to record the audio at 0m and 3m, and my H4N to record at 20m and 200m.


0-3m falls in the first-person perspective range, while 20m and 200m fall into the third person perspective range. My hope was to highlight the differences in their character for you all. Observe:

Arsenal SLR-107fr

Walther P99

How would this affect in-game audio? With the new scripts, first person weapon audio will be a mixture of several different microphones which will be positioned between 0m and 5m from the shooter. That way, the player will hear a nice mixture of mechanical operation, weapon report and environmental echo when they shoot. Likewise, I'll be using a blend of 20m - 200m audio to capture third person perspective for NPC gunfire - I'll mainly be focusing on that "pressure" you feel in the 200m audio, and removing most, if not all, of the mechanical operation.

One thing to note - I can only select one audio file for 3rd person audio. In other words, I cannot get the game to differentiate between an NPC firing a gun 3m from you and 200m from you. No matter the distance, the same audio file will be used. The game will procedurally lower the volume based on distance from the player, but that is it. This is the XRay 0.4 engine we are talking about here, not Frostbite 2. The same potential for audio sophistication just isn't there.

I still consider this a huge success, though!

I will have to create a single 3rd person weapon report for each gun that can sound good at any distance. I'm up to the challenge.

These gunshots won't sound the same anymore.

Next up, I'll have an in-game demo for you guys using proper game-ready weapon audio. Check out my SoundCloud if you want to hear all of these, even though they are raw. I'm also on Twitter, and post little updates there, too.

- Daemonion

[Update 20121118]
Check out these related vids on ModDB and YouTube.

Post comment Comments
nashathedog Nov 16 2012, 4:55am says:

You should send your mates pic as a rookie bandit into that cosplay competition at Vostok games :)

+7 votes     reply to comment
ShadowFear Nov 16 2012, 7:44am says:


+3 votes     reply to comment
Daemonion Author
Daemonion Nov 16 2012, 7:54am replied:

Don't get to excited. It's full of the least expensive 7.62x39 ammo in the world. Manufactured in Russia, of course.

+5 votes   reply to comment
ShadowFear Nov 16 2012, 10:21am replied:

Tula is good **** man.

+3 votes     reply to comment
Daemonion Author
Daemonion Nov 16 2012, 1:31pm replied:

It is, actually. I can personally confirm that using the least expensive 7.62x39 ammo in the world, using the least expensive AK's in the world (Romanian), you can still hit man-sized steel plates at 200m with iron sights consistently (4/5 - 5/5 shots) if you know what you are doing.

To add, those AKs I shot had well over 50,000 fired with no barrel cleaning. I was amazed. AKs aren't match rifles, but the whole inaccuracy thing is a total myth. For combat, they get the job DONE.


+3 votes   reply to comment
alexeistukov87 Nov 17 2012, 4:15am replied:

"If I fall in a mud hole I have to be mindful the M4 may stop working. With the AK, I can use a mud hole to clean it." (c)Sturmgewehre

Today was the approval of Russia's graduation from the Jackson–Vanik amendment so you can expect reduction of prices on current weapons and ammo plus some new HQ **** coming that was banned earlier soon. I saw prices on SVD sniper rifle in America - they are ridiculous. More than 5000$ meanwhile it's actual price in Russia is less than 2000$.
I hope that increased commodity circulation with America will allow me to buy good American-made .300/.338 bolt-action rifle by reduced price.

+2 votes     reply to comment
ShadowFear Nov 17 2012, 8:30am replied:

Only bad thing about Tula is you can't shoot it at select indoor ranges. It's steel cased and steel cased ammo gets some range masters REAL bitchy. ****** made my friend buy some North Bear brand (I think it was called) **** AND charged him extra for it.

+1 vote     reply to comment
DarkMajor21 Nov 16 2012, 12:26pm replied:

Okay two things.

One this mod is looking amazing!!! Really really excited for this.

And two does you friend John own that AK in the US and if so how did he get it? Because I have seen a lot of AKs on sell here but I have never seen a nice one like that except for a Saiga.

+2 votes     reply to comment
Daemonion Author
Daemonion Nov 16 2012, 1:33pm replied:

That is actually my AK. It is made in the same factories as the Russian military ones, so it has a stamped receiver and is basically identical in craftsmanship.

It is Bulgarian, imported/assembled by Arsenal. They operate out of Nevada. Bulgarian and Russian military are some of the best AKs you can buy.

+2 votes   reply to comment
DarkMajor21 Nov 19 2012, 1:56pm replied:

Heard arsenal is good. And the AK-107 is in 7.62x39?

+1 vote     reply to comment
Seeker_of_Strelok Nov 16 2012, 9:22am says:

Nice of you to show how you'll be implementing sound in the next version of LURK. I'll take a wild guess and suppose that supressors ( silencers in game ) will work in a similar manner, just that the supressed shots won't actually be fired from you.. they are illegal here after all, unless some laws have recently changed.

Keep up the good work, mods keep the S.T.A.L.K.E.R. series alive. I'll guess GSC ( former employees or not ) are more than aware of this.


+4 votes     reply to comment
ShadowFear Nov 16 2012, 10:23am replied:

Only possible with Class 3's and renting at select ranges.

+2 votes     reply to comment
DarkMajor21 Nov 16 2012, 12:25pm replied:

I found out just recently that class threes are not all that hard to obtain basically as long as you are not insane or a felon you can get one. Takes forever I heard.

+2 votes     reply to comment
Daemonion Author
Daemonion Nov 19 2012, 8:45pm replied:

This is true.

+1 vote   reply to comment
Daemonion Author
Daemonion Nov 16 2012, 1:37pm replied:

Actually, as ShadowFear said, suppressors and full-auto weapons are not illegal here. You can get what is called a Class 3 from the Federal Government for about $250, which allows you to use suppressors and have full-auto weapons as a civilian.

Aside from the background check, you go on a special list, etc etc.

Point being, I know several folks who have Class 3's (and suppressors). What you'll hear in the game as far as that goes will be taken from actual suppressed firearms.

My big thing with audio is to use as much real stuff as possible. All of this synthesized crap can sometimes have it's place (ie using a snare drum for a gunshot), but I am a fan of the real thing, especially for games not in a Sci-Fi setting.

+3 votes   reply to comment
ShadowFear Nov 18 2012, 12:57am replied:

Yeah those youtube videos of guys with Barrets have tax stamps up the ***.

+1 vote     reply to comment
FatalFunnel Nov 16 2012, 4:31pm says:

I don't think it's really that often that game developers put in this much attention to detail for weapon audio. It's nothing short of amazing, considering that I think that gun sounds are the hardest thing to get right in an FPS mod.

+1 vote     reply to comment
Lacedaemonius Nov 16 2012, 8:27pm says:

I wish I got to go shooting with Donnie Wahlberg

+2 votes     reply to comment
TehCourtJester Creator
TehCourtJester Nov 19 2012, 1:50pm says:

Wait so quick question, in the configuration file for the weapons, there is often more than one individual shooting file with small minor differences to reduce repetive noises, will that remain a feature with this new system?

+1 vote   reply to comment
Daemonion Author
Daemonion Nov 19 2012, 3:19pm replied:

Yes, of course!

I believe GSC only used one parent sample, and two child samples that had their frequency altered.

I, however, will be using a minimum of 3-5 parent samples.

Just so everyone knows what Jester is talking about - imagine firing an AK full-auto in-game with only one sound file repeating at 750rpm or whatever. Lamesauce. What Dev's do to avoid the sound being stale is add a few alternative sound files to cycle in there. Usually, they have minor differences in pitch to break up a full-auto burst.

+1 vote   reply to comment
Sandinista Nov 20 2012, 5:09am says:

SLR-107 /= AK-107

+1 vote     reply to comment
Daemonion Author
Daemonion Jan 4 2013, 1:22am replied:

What are the differences?

+1 vote   reply to comment
Guest Jan 6 2013, 12:29am replied:

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Daemonion Author
Daemonion Jan 6 2013, 6:41pm replied:

Thanks for that, I always appreciate correct info. I have always referred to that as AK-107 (I guess because it is basically an AK and the SLR nomenclature is not very common) and have never been corrected, until now.

I've update the post to reflect that.

+1 vote   reply to comment
ChielScape Dec 28 2012, 4:41pm says:

So while i probably don't need to tell you this, having been there with the recording, guns are LOUD AS ALL ****. Now, you probably wore hearing protection. And for a reason. Now the point I'm trying to make it, STALKERs generally don't (maybe include it!) and so you might want to consider a certain amount of ringing of the ears (depending on how loud exactly the gun in question is, larger calibers, muzzle brakes and shorter barrels all increase sound pressure for the shooter, espectially the brakes) that persists for seconds to maybe even minutes for high powered rifles, kinda like it works for nearby explosions in vanilla (which needs to be much longer and louder in that case!). The importance of this is, of course, not being able to hear other things around you (hence little ear protection), while everyone on pretty much the entire map should be able to hear gunshots and the general area from which they came. Sound suppressors will therefore be much more important as well.

+1 vote     reply to comment
Daemonion Author
Daemonion Jan 2 2013, 11:25pm replied:

The problem with that comes from a gameplay perspective. People will fire tens of thousands of rounds in this game. Hearing a ringing in the ears after each one just wouldn't be fun or sound good.

Realism in games is good - to a point. Thanks for the suggestion, though.

+1 vote   reply to comment
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