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 RSS L.U.R.K. 1.2 Sound Design Dev Diary 9

Daemonion goes over weapon audio in first person vs third person perspective, and why that is freaking great.

Posted by on

Hello, once again!


I put a quick video together so you all can hear me babble about first person vs third person audio, and why I am so excited by that.

I had a plan to actually give you guys a quick audio demo using real guns, but the meadow was covered in a herd of at least 100 elk, so I couldn't do any shooting. No, seriously. If anyone is curious as to how the herd sounds, I captured some audio. Maybe I can find a use for some of their bugling if I mess with it a bit ...

Regardless, I'll have an in-game demo for you all next week using some placeholder audio.

To summarize the video and show you the scripting additions:

- The game can now differentiate between guns being fired by the actor vs NPCs
- The actor (the player) is always in first person perspective
- The NPCs are always in third person perspective (relative to the actor)
- The actor's guns will now have appropriate and 1st-person-specific weapon report audio
- NPCs will now have appropriate and 3rd-person-specific weapon report audio
- Stereo doesn't yet work for 1st person weapon audio, but I am working on it

For anyone who wants to replicate this, know that there are still a few tweaks I am working on. I also am still looking for someone who can help code a fade in/out crossfade function in Lua to use in LURK 1.2.

Post comment Comments
Lоnerboner
Lоnerboner - - 8,303 comments

Interesting video miniature daem! Looking forward to reading and hearing this (in school now)

Reply Good karma Bad karma+3 votes
Daemonion Author
Daemonion - - 529 comments

Yup, I should have time next week to put something up for you guys. It'll be fun. Hopefully the elk won't be in the way :)

Reply Good karma+4 votes
DarkMajor21
DarkMajor21 - - 651 comments

Wow that is really cool daemonion!

Reply Good karma Bad karma+5 votes
ShadowFear
ShadowFear - - 864 comments

DAEMONION KNOWS HIS ****

Reply Good karma Bad karma+9 votes
N.Aaroe
N.Aaroe - - 2,709 comments

Having handled a few weapons in real life I know what sound differences that you are referring to here.

As an infantry soldier I have stood right next to Leopard 2's Armyrecognition.com in full combat. Then you can talk about air pressure (right ear damaged).

One of the things that came to my mind was the ability to add proper shell casing 'clinks' to first person perspective and not third person.

This is a rather weak point of the MISERY mod sound system right now, hearing clinks from far away.

Good luck and looking forward your examples of this system!

Reply Good karma Bad karma+5 votes
Daemonion Author
Daemonion - - 529 comments

Nothing says "intrusive" like a tank going off next to your ear!

I am actually trying to re-work the shell casing system right now; funny you mention that.

Reply Good karma+3 votes
alexeistukov87
alexeistukov87 - - 247 comments

Yes, air pressure is one detail of full picture in shooting. Shotguns are pretty strong in this case. My Saiga 12 makes good wave from the barrel especially with slug rounds.
But bolt carriers sounds are not loud enough even in bolt types with long travel line and big backlashes (AK type) on background of supersonic shot. They're distinctive with subsonic ammo. Most of 9x39mm rifles have this one main disadvantage - bolt sound is louder than shot. Sound of 9x39mm bolt clash has slightly higher pitch than AK-74M.

Reply Good karma Bad karma+1 vote
d4v33edz
d4v33edz - - 3,070 comments

Hey, good video, informative, funny, cool, thanks.

Reply Good karma Bad karma+2 votes
doninss
doninss - - 1 comments

interesting stuff. i remember being amazed at the difference between movie/ TV "third person" gunshot sounds (all i'd heard growing up), and real life (manning the butts at chappo flats). for super sonic cartridges, perhaps a sonic crack is in order. depends on the distance from the shooter though. we were a couple a hundred yards at the closest.

Reply Good karma Bad karma+2 votes
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: