zerocrack01 Posted August 28, 2022 Share Posted August 28, 2022 (edited) Does anyone knows to what small arms those sound file names refer too? Most names are self explanatory, but those are not. I don't even know if they are for salvo fire or single shot. 121 smallarms.wav 143 smallarms2.wav 144 smallarms3.wav 145 smallarms4.wav 162 smallarms5.wav 163 smallarms6.wav 164 smallarms7.wav 165 smallarms8.wav Edited August 28, 2022 by zerocrack01 0 Quote Link to comment Share on other sites More sharing options...
Apocalypse 31 Posted August 28, 2022 Share Posted August 28, 2022 0-4 are for 5.56mm / NATO 5-8 are 762x39mm / AK / WARSAW Pact stuff 0 Quote Link to comment Share on other sites More sharing options...
zerocrack01 Posted August 28, 2022 Author Share Posted August 28, 2022 Just now, Apocalypse 31 said: 0-4 are for 5.56mm / NATO 5-8 are 762x39mm / AK / WARSAW Pact stuff Damn you are fast. Thanks. 😋 Are those single shots or are loops included? 0 Quote Link to comment Share on other sites More sharing options...
zerocrack01 Posted August 28, 2022 Author Share Posted August 28, 2022 (edited) I tried out some just to find out that some small arms do not share those files. For ar15 weapons, they do not use smallarms sounds, but with something else. In the other hand G36 do use them. Man, the naming is all ever place. I assume that was for backward compatibility sake. Edited August 28, 2022 by zerocrack01 0 Quote Link to comment Share on other sites More sharing options...
Apocalypse 31 Posted August 28, 2022 Share Posted August 28, 2022 3 hours ago, zerocrack01 said: Are those single shots or are loops included? All single, BUT it will play looped for the automatic weapons embedded in the Rifle Squad (if you give them the ammo) 0 Quote Link to comment Share on other sites More sharing options...
zerocrack01 Posted August 28, 2022 Author Share Posted August 28, 2022 1 hour ago, Apocalypse 31 said: All single, BUT it will play looped for the automatic weapons embedded in the Rifle Squad (if you give them the ammo) Hmm, looped single shots sound terrible, but lets work with what we have 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted August 28, 2022 Members Share Posted August 28, 2022 3 hours ago, zerocrack01 said: Hmm, looped single shots sound terrible Maybe, but it allows us to play the sound exactly in sync with the number of fired rounds, particularly if the player holds the trigger. 2 Quote Link to comment Share on other sites More sharing options...
zerocrack01 Posted August 29, 2022 Author Share Posted August 29, 2022 10 hours ago, Ssnake said: Maybe, but it allows us to play the sound exactly in sync with the number of fired rounds, particularly if the player holds the trigger. Yes, indeed. Could be worked around by playing varieties of the same shot. Repeating the exact same shot with the tail end (reverb, echo) makes it quite artificial. But nothing would substitute auto fire recording wich would be needed in the proper fire rate to every single weapon. In short, this simulation doesn't need more and i am complaining about something which is not important at all 😋 0 Quote Link to comment Share on other sites More sharing options...
zerocrack01 Posted August 29, 2022 Author Share Posted August 29, 2022 (edited) I have one issue: squad leader(or rpg7 gunner) of a finish rifle squad has his own small arms sound and i cant figure out what it is. Normal riflemans sounds are covered by my mod but this one,...i dont know. Maybe it should represent a krinkov ak which is not on the list, i dunno... list of covered files: smallarms small arms 2 to 8 a_Lmg a_M60Lmg a_M240 a_M249 a_Mg34 a_PktCoax a_Rpk a_SniperRifle7_62 a_SniperRifle12_7 extCoaxloop x_M60Lmg x_M240 x_M249 x_Mg34 x_Pkt x_PktCoax x_SniperRifle12_7 x_SniperRifle7_62 extcoax extCoaxloop Edited August 29, 2022 by zerocrack01 0 Quote Link to comment Share on other sites More sharing options...
Apocalypse 31 Posted August 29, 2022 Share Posted August 29, 2022 X_rpk? 1 Quote Link to comment Share on other sites More sharing options...
zerocrack01 Posted August 29, 2022 Author Share Posted August 29, 2022 28 minutes ago, Apocalypse 31 said: X_rpk? Yes, you are right, I overlooked that one. That soldier is a real rambo wielding an rpk and rpg7 at the same time 🤣 1 Quote Link to comment Share on other sites More sharing options...
Apocalypse 31 Posted August 29, 2022 Share Posted August 29, 2022 Just now, zerocrack01 said: Yes, you are right, I overlooked that one. That soldier is a real rambo wielding an rpk and rpg7 at the same time 🤣 The Squad only get its if you assign the ammunition. If you don't assign automatic rifle ammo then they will only fire single shots. 0 Quote Link to comment Share on other sites More sharing options...
zerocrack01 Posted August 29, 2022 Author Share Posted August 29, 2022 1 minute ago, Apocalypse 31 said: The Squad only get its if you assign the ammunition. If you don't assign automatic rifle ammo then they will only fire single shots. Good to know 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted August 29, 2022 Members Share Posted August 29, 2022 3 hours ago, zerocrack01 said: Could be worked around by playing varieties of the same shot. Repeating the exact same shot with the tail end (reverb, echo) makes it quite artificial. Well, we typically have a start shot, the loop shots that receive a minor pitch treatment, and a last shot with reverb. We can't do that for all burst fire weapons however because of limitations of the total number of sounds that can be played/mixed simultaneously (obviously, an intense infantry battle with multiple MG3s etc. can produce a lot of simultaneous sounds). Version 5 will get a new sound engine, of course. But even then it'll take some time to process all our original recordings again, and to add missing/extra material. In the past it also became a memory issue, as all sounds must be kept in RAM for zero-delay playback. 0 Quote Link to comment Share on other sites More sharing options...
zerocrack01 Posted August 29, 2022 Author Share Posted August 29, 2022 (edited) 9 minutes ago, Ssnake said: Well, we typically have a start shot, the loop shots that receive a minor pitch treatment, and a last shot with reverb. We can't do that for all burst fire weapons however because of limitations of the total number of sounds that can be played/mixed simultaneously (obviously, an intense infantry battle with multiple MG3s etc. can produce a lot of simultaneous sounds). Version 5 will get a new sound engine, of course. But even then it'll take some time to process all our original recordings again, and to add missing/extra material. In the past it also became a memory issue, as all sounds must be kept in RAM for zero-delay playback. Looking forward to V5, it will pleasure for my ears and especially my eyes(new UI). Thanks for the insight 🙂 Edited August 29, 2022 by zerocrack01 0 Quote Link to comment Share on other sites More sharing options...
Apocalypse 31 Posted August 29, 2022 Share Posted August 29, 2022 13 hours ago, Ssnake said: Maybe, but it allows us to play the sound exactly in sync with the number of fired rounds, particularly if the player holds the trigger. What I don't understand about this logic is that AFV mg's are played in a looped mode yet there are no issues - or are there? 0 Quote Link to comment Share on other sites More sharing options...
Moderators Volcano Posted August 30, 2022 Moderators Share Posted August 30, 2022 All the "smallarms" sounds are one-shot, only used for rifles. The named MGs are used for the infantry MGs, and "OHW" type vehicle weapons. The exception being the RPK sound, which is used for the infantry's "phantom MG" (SAW), but it could be that one is used for "blue" and another one for "red" (I don't recall off the top of my head). The tanks use a looping coaxial MG sound because that's what they had back in 1999 and it has remained that way. They have a loop, and a loop-end sample. Then there "3rd person" coaxial MG sound is a three round burst, because a looping sound cannot be correctly time delayed over distance. I see the comment in the "wish list" - but the reason the MG sounds changed to one-shots is because each shot could be slightly pitch shifted to sound different, and so we don't need this terrible one-shot three round burst sound in order to time-delay-over-distance a looping sound. So, the one-shot to end sample is an improvement. The proper evolution here would be to make the coaxial MGs work in that way, not the other way around. 0 Quote Link to comment Share on other sites More sharing options...
zerocrack01 Posted August 30, 2022 Author Share Posted August 30, 2022 38 minutes ago, Volcano said: All the "smallarms" sounds are one-shot, only used for rifles. The named MGs are used for the infantry MGs, and "OHW" type vehicle weapons. The exception being the RPK sound, which is used for the infantry's "phantom MG" (SAW), but it could be that one is used for "blue" and another one for "red" (I don't recall off the top of my head). The tanks use a looping coaxial MG sound because that's what they had back in 1999 and it has remained that way. They have a loop, and a loop-end sample. Then there "3rd person" coaxial MG sound is a three round burst, because a looping sound cannot be correctly time delayed over distance. I see the comment in the "wish list" - but the reason the MG sounds changed to one-shots is because each shot could be slightly pitch shifted to sound different, and so we don't need this terrible one-shot three round burst sound in order to time-delay-over-distance a looping sound. So, the one-shot to end sample is an improvement. The proper evolution here would be to make the coaxial MGs work in that way, not the other way around. The issue for me is not that there is single shot, but there is only ONE sound sample. I dont think that automatic fire can be replicated with one sound sample even though pitch shifting might ease the problem. The more elegant way would be to have a recording of automatic fire and cut it into single round fire. In that way you chain it and then end it with an open tail. Here an example with 2 tracks: 1st is with only one exact sample every time, 2nd with every shot being a different sample, hear the difference? Of course in the single sample example SB would change pitch, but the point is that the program has to load a lot of sounds into the RAM and I think that was also the point of ssnake. 1 Quote Link to comment Share on other sites More sharing options...
Moderators Volcano Posted August 30, 2022 Moderators Share Posted August 30, 2022 Well, what can I say? The sound engine needs a lot of work - even a full replacement, but this has been known since the early 2000s. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted August 31, 2022 Members Share Posted August 31, 2022 ...and it will get a replacement. 0 Quote Link to comment Share on other sites More sharing options...
mpow66m Posted September 2, 2022 Share Posted September 2, 2022 Infamous v5? 0 Quote Link to comment Share on other sites More sharing options...
mpow66m Posted September 2, 2022 Share Posted September 2, 2022 The sounds are pretty awesome in the sim,IMHO it really sets it apart from its peers. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted September 2, 2022 Members Share Posted September 2, 2022 6 hours ago, mpow66m said: Infamous v5? Yes, the Infamous V5. It's going to be a lot of work, that's why it's going to take a while. 0 Quote Link to comment Share on other sites More sharing options...
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