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12Alfa

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Actually, there are more than eleven new sounds -- the current added total, which may increase even further, is ~30 new sounds. The new sounds include completely re-recorded maingun (external) sounds, airstrike (flyover) sounds, unguided bomb impact sounds, completely new re-recorded HE artillery and ICM artillery sounds, a UAV engine recording (of the specific UAV in the game) and completely reworked ambient loop sounds (the wind and cicadas sounds) which are much higher quality and two channel.

Specifically, the new maingun external sounds are subdivided into 73mm (BMP1), 105mm (2 variants) and 120mm (6 variants) and a recording of a 40mm Bofors has also been added. HE artillery sounds have been increased from 3 variants to 8 variants, and ICM artillery increased from 1 variants to 3 variants. A new ambient loop for nighttime has also been added. There are also a few current sound file replacements of minor sounds that I can't seem to remember at the moment. Everything added (but not the old replaced sounds) falls under a new file name convention, so in most cases some of the old file names are obsolete. The new file name list will be generated in the mods folder upon installation and the new files have prefixes in front of their names.

In addition, some new sound techniques have been added to process distant sounds. Depending on the distance from the listener, the sampling rate is lowered resulting in these far away sounds being lower in pitch and frequency. This result is of course not perfect, but it is better than the current distant sound process -- which is no distance processing at all.

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Actually, there are more than eleven new sounds -- the current added total, which may increase even further, is ~30 new sounds. The new sounds include completely re-recorded maingun (external) sounds, airstrike (flyover) sounds, unguided bomb impact sounds, completely new re-recorded HE artillery and ICM artillery sounds, a UAV engine recording (of the specific UAV in the game) and completely reworked ambient loop sounds (the wind and cicadas sounds) which are much higher quality and two channel.

Specifically, the new maingun external sounds are subdivided into 73mm (BMP1), 105mm (2 variants) and 120mm (6 variants) and a recording of a 40mm Bofors has also been added. HE artillery sounds have been increased from 3 variants to 8 variants, and ICM artillery increased from 1 variants to 3 variants. A new ambient loop for nighttime has also been added. There are also a few current sound file replacements of minor sounds that I can't seem to remember at the moment. Everything added (but not the old replaced sounds) falls under a new file name convention, so in most cases some of the old file names are obsolete. The new file name list will be generated in the mods folder upon installation and the new files have prefixes in front of their names.

In addition, some new sound techniques have been added to process distant sounds. Depending on the distance from the listener, the sampling rate is lowered resulting in these far away sounds being lower in pitch and frequency. This result is of course not perfect, but it is better than the current distant sound process -- which is no distance processing at all.

Thanks Volcano, all good news, it sounds like it's going to be even more immersive, really looking forward to the next release :)

Edited by Crusty
stupid spelling.
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Actually, Raino's new skin is pretty breath taking. I think the real mods will be with decal options.

Volcano - any chance you could post up a pic of the new M1A1?

Regarding the sounds - now I'm really looking forward to this update, hopefully you will integrate / update more sound effects till Christmas.

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2.419

  • Fixed bug in which the position of a tank plow that a human player manually lowered on a client machine was not being transmitted to the host machine

Well it was about time - sounds like we will finally be able to do minefield breachings in online sessions as well.

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Actually, Raino's new skin is pretty breath taking. I think the real mods will be with decal options.

Cool. Will it be woodland/desert/winter, or maybe all perhaps... :sonic:

Those new sound effects will be interesting to hear, especially with the different main gun sounds. Will it be possible to identify, by the sound, what type of tank is firing if there are 6 new 120mm sounds?

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Right, Ssnake is correct that they are randomized, but I think you were asking if you could tell what type of tank is firing by gun caliber? If so, then yes you will easily be able to tell if it is a 105mm or a 120mm gun firing. You will also be able to tell if a BMP1 is firing its maingun (I think it used to have a 120mm gun sound) and you will be able to tell when a 40mm Bofors fires as opposed to a 20-30mm autocannon.

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Well, the sound actually is pretty distinct. I mean, even without much training you can tell the difference between assault rifles, medium MGs, heavy MGs, a 20mm autocannon (or a 35mm one), or the difference between 105 and 120mm. It's just that you rarely get to hear all of them together for a direct comparison.

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Doppler shift in sound effects also brings the audio department up a notch.

Definitely yes - THX Volcano.

But,

is it possible to distinguish between the noise of a riflefire of an AK47 & M16, as was made possible by the Small Arms Mod of Tacbat ?

(cause that's something truly worthwhile & realistic).

Rgds,

Koen

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Red and Blue small arms are different sounds and, since the version 1.0, used samples of M16s and AK47s as well as some others. In the next update I did replace the samples with higher quailty recordings but the point is, that ability to distinguish small arms from one type or another has always been there since SB1.0.

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Since so much new stuff is being added, may I lobby a bit for some nice features,

that probably do not take so much time to implement (?):

1) Invisible obstacles :

Red's obstacles, bunkers and especially emplacements, should be invisible during the planningphase (unless the sce.designer decides otherwise), when examining the terrain in 3D.

It's such a giveaway, to see immediately all or many of Red positions : that's the job of the UAV (if the sce.designer added one), not the function of the planningphase where 3D is a way to

compensate for the limitations of a computergame versus being in the field.

So, would it be very time-consuming to give spawn-characteristics to Red's obstacles, bunkers and especially vehicle emplacements ?

This may add a whole new TACTICAL dimension to SB, and a greater variety of missions.

E.g.: Engineers need to be in the neighbourhood of a certain zone for min. X minutes (some km behind the frontline), to make a number of vehicle emplacements spawn.

Which may mean that some delaying forces of yours have to hold out for that time as well, in order to build those defensive positions in the rear ...

2) Add Events during the planningphase :

This even just to be able to add radio messages : would be great for making SP-plans (& MP too), e.g. to let your

accompanying platoon announce you when they reached a place, if they see something or not etc ...).

If we had this possibility, we might see more .pln-files being uploaded, which can only stimulate SB more.

3) Cycle back through units, just like F10 & F11 make you cycle forward (eventually via F12 & give another hot key to Time accel. & Show frame rate).

Rgds,

Koen

Edited by Koen
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"spawn if" for obstacles... yeah indeed that would be werry useful. that way you can randomize the use of it, as it is now a scenario can only be played once because after that you know where the obstacles are.

With a spawn if you could randomize it so you never know where the obstacles will be.

so definetly a +1 on that.

/KT

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