Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much much more!
Rvsty is doing a great job in designing some new weapon sound effects to a handful of the weapons in MISERY. It's not an easy task since all effects have to be recorded, edited (with manually implemented echoes) and ogg commented to be fitting for the Stalker engine.
(These sounds have not yet been assigned to specific weapon models).
There's a quality loss when filtering the sound file here but I think it all sounds really promising and you are welcome to share your thoughts as well :)
Can I ask a stupid question as usual.
These sounds are what you plan to give to weapons as you hold and use them? I'm not sound savvy but with my eyes shut its like they should be further off. Mind you like you said putting the recording through yet another medium(This site) could be the cause.
Try it, I did again and its not like they could be from what I am holding.
Its probally just me dont worry about it. I wish I could delete comments on this bloody site.
It's probally losing something coming through Moddb
these sound cool, but there is one issue. these are stereo sounds which will not work correctly in game, because they will always play at zero distance from the player. it's unfortunate i know, i came to the same realization when doing sounds for faction fronts.
Thanks for the quick feedback, I didn't know about the stereo sounds always playing at 0 distance, I checked all sounds in CoP but only on the actor himself and they worked fine. I'm more used to editing SoC sounds (which only accepts mono). I'll try converting them to mono although I'm afraid the quality will suffer from it. These are actually sounds I managed to capture from a recent AAA title that was recently in the Alpha phase (hint hint) :)
The auto fire sounds ingame might not sound exactly like those in this test, because of the RPM etc.
Also, if anyone has experience editing Sound Environments (senvironment.xr) please PM me.
Hey guys, I just had a thought...
Would it be possible to have different weapon sounds when indoors and outdoors? For example, if you were firing a .45 cal pistol outdoors a lot of the sound would not be going in your direction but if you were in a small room inside a lab your ears would be ringing for the next few minutes.
Well, I'm no gun nut but this is my understanding of it. I realise it'd be ridiculously difficult to add extra sounds to the same gun. However, if it were possible to amplify or echo the regular sound when in a confined environment it could be quite effective. Just an idea, thought i'd throw in my two cents :)
That's basically what the file senvironment.xr is for from what i've read, it lets you define different room sizes and reverb settings for different areas (for example forest, large open space, corridor,...). Problem is that the CoP SDK doesn't seem to let let you listen to differences in the sound environment as you change settings. I'll look into this as I think it could definitely add to the overall experience. Not sure if you need to enable EAX for it to work though, I think so.
The X Ray engine is fairly limiting in terms of this sort of thing. I haven't done sound for Call of Pripyat but if it's anything like Clear Sky then you're basically limited to having a set of static firing sounds for each weapon.
Bad news, after looking through the level files and talking to imperialreign we came to the conclusion that the different sound environments aren't even defined in CoP. What this means is that an experienced modder would need to manually define a sound environment (for example the preset 'factory/plant' for the Jupiter power plant) for EVERY location in the game.
Even though this is the conclusion you are still contributing to the general development as this sort of insight and research is fairly positive for the modding community. Thanks for thorough assistance Rvsty.
(And I'm pretty happy with the standard you have ensured on the sounds already)
Well it's a shame that this is not possible. However I'm sure that your sound effects will be more than adequate to make me forget about that limitation :) Keep up the good work
i only hope that you can include case/shell sounds on shooting effects, N.Aroe told me that you have been working on that this week, can you show us that sounds please?
By the way, that sounds are very strong, good job!!