#4493122 - 10/16/19 09:18 AM
Re: Ambient vs information
[Re: orbyxP]
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Ace_Pilto
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Sector ZZ9 Plural Z Alpha
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changing sound files will not have the desired effect of making sounds faint in the distance and louder as you approach. I assume that can only be done at a code level. This is true, as I mentioned the limitations of the engine are based upon categorisation, not distance and attenuation in a 3D environment. My idea was to produce a rebalance of the existing sounds that blends better "out of the box" than the existing set. (Long story short, no 10,000ft air raid sirens or listening to trucks drive past 5 miles away) The basic assumption of my idea being that most people spend most of their time in WoFF with their engine on. Why not balance the sounds around this condition rather than having people panic when someone fires and MG 15 miles away? In most modes of flight having the engine on is the recommended procedure. It wouldn't be perfect but continual improvement is a more viable pursuit than the dream of perfection.
Last edited by Ace_Pilto; 10/16/19 09:31 AM.
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Wenn ihr sieg im deine Kampf selbst gegen, wirst stark wie Stahl sein. "The best techniques are passed on by the survivors." - Gaiden Shinji
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#4493131 - 10/16/19 10:36 AM
Re: Ambient vs information
[Re: mvp7]
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Joined: Oct 2011
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Ace_Pilto
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To me that's a balance issue. Players need feedback to base their decision making on so I would prefer to respect that convention over "realism" in order to maintain an environment that respect the boundaries of simulation.
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Wenn ihr sieg im deine Kampf selbst gegen, wirst stark wie Stahl sein. "The best techniques are passed on by the survivors." - Gaiden Shinji
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#4493133 - 10/16/19 10:55 AM
Re: Ambient vs information
[Re: Ace_Pilto]
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Joined: Oct 2019
Posts: 398
orbyxP
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Washington State
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To me that's a balance issue. Players need feedback to base their decision making on so I would prefer to respect that convention over "realism" in order to maintain an environment that respect the boundaries of simulation. I was thinking more along the lines of a sound MOD with different options like realism along with other choices. Everyone's' tastes are different.
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#4493134 - 10/16/19 10:56 AM
Re: Ambient vs information
[Re: mvp7]
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Joined: Feb 2010
Posts: 890
Creaghorn
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N�rnberg Frankonia
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Actually all this things can be set seperatly in WS. So one who wants to have it more realistic, can make engine etc. louder, one who wants more hollywood can tone it down etc. Just play a bit with the setting in WS and find your sweet spot.
After all there are different accounts in memoirs etc. what can be heard and what not. enemy gunfire, archy, barrages etc. in real of course it also depends of the wind direction and gusts. everybody who has watched fireworks, can hear that sometimes a bang is louder, sometimes another bang is rather a weak pop, and sometimes nothing at all etc. Or just listen to the flak bursts.
Soundfiles are set to be in a 3d enviroment, especially great with 5.1 or 7.1 and to become softer when flying away etc. sometimes it's a sort of compromise. There might be glitch probably, when hearing firing AC miles away. Will need to find out.
Regarding groundfire, sometimes it sounds very short, sometimes longer, depending on how long the trigger of the groundgun is pulled. So short bursts might sound a bit odd sometimes. I will take a look at that, probably making it play longer, even though it's maybe just a snapshot, similarly to how i made rifleshots.
Cheers
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#4493136 - 10/16/19 11:11 AM
Re: Ambient vs information
[Re: mvp7]
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Joined: Feb 2011
Posts: 79
Crofty
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UK
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I get the gist of this conversation and yes maybe some of the ambient noise is unrealistic and needs tweaking but overall I love the atmosphere it's creating. Like when you land and you can hear distant artillery and the tap, tap, tapping of people working at the airfield. Like most here I panicked when that noise of the aircraft overhead sounded....but again it adds to the overall atmosphere.
If the sounds and when you hear them can be improved then great but not at the cost of losing the atmosphere they're trying to create.
Last edited by Simes; 10/16/19 11:17 AM.
So, we take off in ten minutes, we're in the air for twenty minutes, which means we should be dead by twenty five to ten.
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#4493139 - 10/16/19 11:26 AM
Re: Ambient vs information
[Re: mvp7]
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Joined: Oct 2011
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Ace_Pilto
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^^^^And that is another variable that demands consideration.
Let's pretend I got the BWOC badge to embed here.
Wenn ihr sieg im deine Kampf selbst gegen, wirst stark wie Stahl sein. "The best techniques are passed on by the survivors." - Gaiden Shinji
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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