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Home » MODDING HQ 1.13 » v1.13 General Development Talk » Retooling the sound system to play and cycle automatic fire... automatically? (Is this viable, I think it would be worth it in the long run.)
Retooling the sound system to play and cycle automatic fire... automatically?[message #363850] Sun, 10 October 2021 09:17 Go to next message
GloomyWing

 
Messages:6
Registered:October 2021
Not sure if the devs are working on 1.13 anymore, and I'm not averse to doing some heavy lifting and making my own custom sound mod as I've been doing so for many games for years now, but I'm just looking at the weapon report sound files for the game and I'm a bit shocked that the burst size actually has a correlating sound file.

I would have thought it would be way easier to assign a cyclic rate to a given firearm in-game (for aesthetic playback purposes) and then cycle the single shot sound (maybe do it multi-channel so that multiple instances of the same shot can be heard playing entirely so it doesn't sound awful) at the same rate as the ROF of the gun when the player does a burst fire.

Would that be too much or perhaps not possible?

It would pave the way for making new sound modifications or simply streamline the process of creating new weapons and adding new sounds.

Anyhow, it's just a thought, I'm looking seriously into doing my own sound modification for the game using more distant and frequency attenuated gun sounds for added immersion.

I've never automated the process of repeating a single gun sound over and over to simulate the firing of an automatic weapon, so that will be interesting, looks like it's something I will have to research, I'll see if it's possible with Audition, or audacity.

[Updated on: Sun, 10 October 2021 09:17]

Re: Retooling the sound system to play and cycle automatic fire... automatically?[message #363851 is a reply to message #363850] Sun, 10 October 2021 10:10 Go to previous messageGo to next message
Seven.

 
Messages:2583
Registered:December 2012
Location: Russian Federation
GloomyWing wrote on Sun, 10 October 2021 11:17
I would have thought it would be way easier to assign a cyclic rate to a given firearm in-game (for aesthetic playback purposes) and then cycle the single shot sound (maybe do it multi-channel so that multiple instances of the same shot can be heard playing entirely so it doesn't sound awful) at the same rate as the ROF of the gun when the player does a burst fire.
That's exactly what NWSS does.

Quote:
I've never automated the process of repeating a single gun sound over and over to simulate the firing of an automatic weapon, so that will be interesting, looks like it's something I will have to research, I'll see if it's possible with Audition, or audacity.
As far as I know there is a plugin for Audacity which can make repeated sounds.



7609+AI (r2226) | Experimental project | FAQ | Modpack | Youtube | Trunk (r9189) | 1.13 Starter Docs | 1.13 How to get | Discord


Re: Retooling the sound system to play and cycle automatic fire... automatically?[message #363852 is a reply to message #363851] Sun, 10 October 2021 10:27 Go to previous messageGo to next message
GloomyWing

 
Messages:6
Registered:October 2021
That's excellent news, I feel like we're of the same mind in different people when it comes to things like this.

I'm slowly getting my JA2 1.13 installation up and running I had not yet gotten to the point of installing NWSS so I was not aware of the full extent of its capabilities. I now have 7609 and the +AI mod up and running, so this will be compatible with it then? I wasn't aware of this bonus feature, this will make things so much easier.

I'm very experienced with making layered composited sounds for FPS games as I always hated how flat and lifeless most gun firing sounds were back in the day. You know, before enhanced sound engines allowed for better integration of dynamic range and multi-sampled compositing, this is something of a departure from that, but I've still done some of it for games like the ARMA series where certain scripts were used to call distant gunfire sounds.

I thought I was in for long nights of fiddling around with sound automation and creating many many many iterations of burst fire, I can't say I would miss it.
Re: Retooling the sound system to play and cycle automatic fire... automatically?[message #363853 is a reply to message #363852] Sun, 10 October 2021 10:39 Go to previous message
Seven.

 
Messages:2583
Registered:December 2012
Location: Russian Federation
If you install my 7609 modpack, NWSS will be already installed and activated in Data-User\AltSounds folder, so you can immediately start experimenting with sounds.
Ja2 sound engine is very limited, but we can play sound in a loop and we can play several sounds at the same time, simulating room/echo effect.
I tried to add variation of loop sounds but the result was bad because for some reason sound engine cannot quickly switch from one sound to another.
There is also sometimes a different pause between cyclic sound because of some lag in sound system but it's not a big problem in my view.
Apart from the mentioned issues, it works very well.

NWSS is enabled in [Extended Options] section of Ja2_Options.ini (for modpack, highest priority ini files are located in Data-User folder)
NWSS = TRUE



7609+AI (r2226) | Experimental project | FAQ | Modpack | Youtube | Trunk (r9189) | 1.13 Starter Docs | 1.13 How to get | Discord


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