dystopeon 46 Posted December 14, 2012 Hi All,I feel that a LOT of gameplay is dependant on how the audio integration performs in dayz.- Self footfall sounds are FAR too loud, they should inherently duck at least 40db unto any visually focused or close passing object. The sounds themselves cut way too much and have inherent floor noise.- OPFOR running footfall SFX should be able to be heard CLEARLY @ 50M, rolling in @ 100M.- OPFOR walking footfall SFX should be able to be heard CLEARLY @ 20M, rolling in @ 50M.- OPFOR footfall sounds from behind should have increased gain for stereo players.- People are divided on the Zed sounds, I've read too many complaints regarding placement.As some of you may be aware, gaming audio has regressed and simplified (not in terms of fidelity) to the point where only simple gain data is applied to a speaker level. I would like to write / lament about A3D and aureal semiconducters' demise, however that wont bring it back to life.I understand the ARMA engine can process 128 different positional sounds, and the 3D sound is nice albiet the xact positional limitations. However, these are glaring problems that need to be addressed and are can be immediately fixed by changing basic gain structure and replacing a good deal of SFX.Unpacking sounds as I write this... Share this post Link to post Share on other sites
Steak and Potatoes 13480 Posted December 14, 2012 (edited) http://www.youtube.com/watch?v=RSDUcKw-GOk Edited December 14, 2012 by Steak and Potatoes Share this post Link to post Share on other sites
Derpy_Hooves (DayZ) 4521 Posted December 14, 2012 Oh you mean Hand-egg!! i thought you meant Football...... 2 Share this post Link to post Share on other sites
Hetstaine 10852 Posted December 14, 2012 Sissies..real football.. 3 Share this post Link to post Share on other sites
Derpy_Hooves (DayZ) 4521 Posted December 14, 2012 Pffft call that a violent sport, come tae Scotland and play some Shinty ;) Share this post Link to post Share on other sites
picky (DayZ) 25 Posted December 14, 2012 (edited) does anyone have anything that's worth reading about this topic? Edited December 14, 2012 by picky Share this post Link to post Share on other sites
Failbait 60 Posted December 14, 2012 OP was speaking far too technically for me, but sounds interesting. Share this post Link to post Share on other sites
Steak and Potatoes 13480 Posted December 14, 2012 does anyone have anything that's worth reading about this topic?If the werewolves come you'll need to read thisThe Silver BulletTo create the mold, I first had to construct a bit. I used a lathe to turn a steel rod into a bulletlike shape, then used a milling machine to cut away a quarter-circle wedge of the rod, leaving a sharp cutting edge. Basically I had built a router bit shaped like a bullet. (I’ve fabricated bits like this freehand with a file; which works fine, it just takes longer. Much longer.) After using the bit to machine the graphite bullet mold, I used an electrically heated graphite crucible to pour in 0.999 fine liquid silver at about 2,000°F, which is 230°F above its melting point. The mold must be preheated with a blowtorch to keep the silver from solidifying before it fills the whole cavity. One of the benefits of using graphite is that it keeps the silver from oxidizing, so bullets come out bright and shiny.Would a silver bullet really fire? Probably. (Though, not being an experienced gunsmith, I would never be foolish enough to try my bullets in a real gun.) Bullets need to be fairly soft so that they can take on the shape of spiral grooves in the gun’s barrel, and pure silver is moderately soft. It’s also similar in density to lead, so it should have similar aerodynamics and muzzle velocity. I’d guess silver would make a very nice nontoxic substitute for lead in bullets. Too bad about the cost: These one-ounce, large-caliber rifle bullets use about $7 worth of silver per shot—best reserved for only the most severe werewolf infestations. 2 Share this post Link to post Share on other sites