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Thread: Truly Realistic Sound

  1. #1
    Okay, if ArmA 1 or 2 was to have truly realistic sound, this is what would happen, according to my experience shooting firearms:

    After the first shot your ears would ring. With a few more shots, the ringing in your ears would continue and sound would begin to get muffled, almost like you added cotton into your ears.

    The U.S. Army protected us against hearing loss by making us wear ear plugs when we went to the qualification range, but when a firefight begins, how many soldiers shout to the enemy, "Wait a minute! I've got to put in my plugs!"

    Thoughts? Experiences?
    One of the OFP "Veterans"

  2. #2
    Quote Originally Posted by (Uziyahu--IDF @ Feb. 15 2009,05:06)
    Okay, if ArmA 1 or 2 was to have truly realistic sound, this is what would happen, according to my experience shooting firearms:

    After the first shot your ears would ring. ***With a few more shots, the ringing in your ears would continue and sound would begin to get muffled, almost like you added cotton into your ears.

    The U.S. Army protected us against hearing loss by making us wear ear plugs when we went to the qualification range, but when a firefight begins, how many soldiers shout to the enemy, "Wait a minute! ***I've got to put in my plugs!"

    Thoughts? ***Experiences?
    That depends on how close you are. I went on a simulative patrol. A person had shouted out enemy target at the 3 and had an m4 and began firing. I was about 15-20meters away and the sound isn't that bad. At the time I didn't know it was fake though, and it could have been my adrenaline that helped me cope. All I know though is my ears weren't ringing, and I wasn't really thinking about how loud it was.

  3. #3
    5.56 might not sound that bad but 7.62 is the bomb. However having a constant ring in your ears in a fight would just be annoying in a game.

  4. #4
    Make the sounds like in Bad Company.

  5. #5
    No thank you to realistic sounds. I had my right ear ringing for several months, it's nuisance really. Listening whole life-time of that might make me nuts. Last nail in coffin was when one guy accidentally discharged his weapon 1 meters away from my right ear while barrel was directed to my overall direction (Learn to keep safety on you freaking baboons! ).

    At distance over few meters even it ain't that bad but if barrel is bit behind you, like 1-2 meters to 4 o'clock (while firing past you, to 12 o'clock), it is whole another thing.



    \"on se saatanaa, että kansa on pieni\"

    -Paasikivi

  6. #6
    People already complain about the high dynamic range sound engine tweaking volumes. Imagine constant tinnitus!


    Please use the CWR2 CBT to help us provide a better experience.

  7. #7
    From my very limited experience with real weapons I might say that Ak47 is really friggin LOUD, I thought it will be loud but it was louder then I expected. The shoting sound in ArmA1 is very weak and ***way to quiet.

    And a bit offtopic. One more thing, when I saw my fiends shoting AK47 i notced that it eject shell cassing with pretty high speed and they land far away from shoter. In Arma it looked like shell casings were appearing next to ejector and just fall to the ground verticaly. I hope it will be fixed in ArmA2.




  8. #8
    Quote Originally Posted by (Kirq @ Feb. 16 2009,16:14)
    From my very limited experience with real weapons I might say that Ak47 is really friggin LOUD, I thought it will be loud but it was louder then I expected. The shoting sound in ArmA1 is very weak and ***way to quiet.

    And a bit offtopic. One more thing, when I saw my fiends shoting AK47 i notced that it eject shell cassing with pretty high speed and they land far away from shoter. In Arma it looked like shell casings were appearing next to ejector and just fall to the ground verticaly. I hope it will be fixed in ArmA2.
    AK-47 and AK-74 are different guns. Not even the caliber is the same.

  9. #9
    First Sergeant Chammy's Avatar
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    Yeah, the AK47 has a more crack sound, M16 is more of a rounded pop cause of the smaller bullet and powder container, but still to the inexperienced its not much different.

    With that said I hope ArmA2 will allow us to change the sounds. I saw a few vids and they have improved some of the sound effects, probably even went out of the way to actually research them...a little, but I still hear some ArmA vanilla in there with little or no enviourment echo, same sounds you hear from Saving Private Ryan and just from war movies are in there, in the war movies they are still misinterpreted. I don't think ArmA2 has to have that tinnitus effect unless a grenade has exploded near you or on the other side of a wall, or shell via RPG or shape charge, then I would expect that, like in Project Reality or Call of Duty, Ghost Recon originals. I hope that ArmA2 has its volumes tweaked correctly, hence a little louder. Now the one thing that will help also is the dynamicness of sounds as BF2 had and GRAW has, BF has 2 sound types, one for first person and one for distant which is more muffled and more dull, Project Reality was able to stick 3 in for weapons, one for first person, one for 3rd and one for distant. I hope the same is with explosions, all this will help in immersion.

    So far with Americas Army 3 there is actually a sound guy who is strictly doing the sounds as accurate as possible, the dude is actually researching and listening to the sounds and recording them , the way I would've done it of course, I had suggested that back in 2007 when they started talking about releasing a 3.0 . that is all.


    As Real as Possible...and I'm not talking about a condom...

  10. #10
    Ive been told that sounds will be different in distance(UH-1y sound topic) with the new and improved sound engine, but dunno how much.




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