fortran 246 Posted December 31, 2013 (edited) After hearing that there is destined to be some improvements made in the SA sound design which I am looking forward to and partly due to having some time on my hands over the weekend I decided to experiment a little and concept some changes myself to see what the SA could potentially sound like in the future. Due to it not being possible to do this at a file level this is simply video recorded in-game with the original audio stripped out and all new audio added from scratch. Experimented with new soundscapes for external and internal areas, new footstep/equipment foley, new M4A1 sounds for both outside and indoor areas. Will design and upload some further tests as and when I find the in-game items I need to do so or if there is any interest from anybody. Would really love to see either real-time DSP or at least pre-baked convolution on a file level added to the SA to differentiate between indoor and outdoor areas for both foley and weapon audio etc. and also more love given to the soundscapes in-general to really give each building type and outdoor/indoor area it's own feel. Here's hoping the SA will get some improvements to the ARMA sound engine as well. PART 1 PART 2 Managed to scavenge some more equipment, shovel, mosin, fnx45 so decided to make a part 2. Includes, seascape, shovel melee, mosin interior/exterior (not %100 happy yet), ship-wreck interior ambience, fire-axe melee, M4A1 suppressed trying to replicate both supersonic and subsonic ammo types, metal shed/warehouse interior ambience and finally the FNX45 interior and exterior. PART 3 Final part of the series, has been a lot of fun to work on, managed to finally capture an intense rainstorm on the server I was playing on so created an ambience for that, also reworked some of the eating/drinking sounds and added a bit of extra player foley for them and finally, as per request by a few people, included some physics interactions between the player and the environment and a set of door sounds. Edited January 3, 2014 by Fortran 152 Share this post Link to post Share on other sites
Zogvarn 118 Posted December 31, 2013 Those were really nice man. Great job. I would love to see something like that implemented and hopefully we will in the coming months once the new sound guy gets rolling. 2 Share this post Link to post Share on other sites
TheWeedMan 132 Posted December 31, 2013 Nice clean effects, im hoping the games sound comes close to this. 1 Share this post Link to post Share on other sites
The_Man 393 Posted December 31, 2013 (edited) You deserve a lot of beans for all that effort. Makes me hope sound is a priority for the development team. The sound in the game is pretty bland. Kind of like watching a grade-B movie. Edited December 31, 2013 by The_Man 2 Share this post Link to post Share on other sites
jaginun 87 Posted December 31, 2013 Bloody top notch effects there, the gun sounds were the best I've ever heard in a game, period. The zombies no longer sound like snivveling children and like actual zombies. If I had to give any feedback, I would say that the ambient indoors/outdoors effects are a little clustered together. You might want to space out the bird noises and the effects etc so it can be a bit more immersing for the player. But yeah, if they havn't already sent you an email asking for the rights to use those sounds, they should have. Absolutely 10/10 3 Share this post Link to post Share on other sites
libertine 351 Posted December 31, 2013 Sound effects and sound behavior are so under appreciated. I used to be an EAX user I believe as soon as i could afford it but fell off the wagon while there was a lack of EAX supported games. When i came back to EAX after hearing the Battlefield 2142 supported it i couldn't hardly believe my ears. Its a little sad that sound propagation and proper effects aren't created for games as it is really amazing to experience when they are done really really well. Wish i could give more than one can of beans... 1 Share this post Link to post Share on other sites
-zEr0- 2 Posted December 31, 2013 really nice sounds you certainly deserve a lot of beans! In my opinion though the Zombie sounds didn't fit very well because they sounded like Mutant Giant Zombies or something to me. Imho they have to be creepier but nice work anyway! :beans: :thumbsup: Share this post Link to post Share on other sites
DMZ_Sniper 73 Posted December 31, 2013 Can I please have a link to that? :D Share this post Link to post Share on other sites
jake_krieger 10 Posted December 31, 2013 (edited) This is exactly what J.S.R.S does,but twats like Applejacks sabotage my attempts, to make this idea appealing to Rocket and the broader masses. Edited December 31, 2013 by orlok personal insults may result in infraction points Share this post Link to post Share on other sites
martink8190@gmail.com 149 Posted December 31, 2013 (edited) Great effort! Loving the inside barn and church sounds, very real. I'd say the zombies sounded much more threatening than those we have in game but I can't quite make up my mind. I am sure this is rather subjective as well but the M4 sounded little weak? Maybe its too much echo ( is it called reverb?) Anyhow, lighting years better than the current ones! Would love to hear the FNX45 too :) Edited December 31, 2013 by Colonel-Wicked Share this post Link to post Share on other sites
thefairy 12 Posted December 31, 2013 These are excellent, really do add to the atmosphere!!! Share this post Link to post Share on other sites
drouz@netti.fi 57 Posted December 31, 2013 I hope we can hear something like this in a near future. Share this post Link to post Share on other sites
SmashT 10907 Posted December 31, 2013 That was really nice, good work! 1 Share this post Link to post Share on other sites
glowfow@hotmail.com 55 Posted December 31, 2013 Really loving those ambient sounds and the m4, but the zombies sounded a bit like the LotR movie orcs. I think the zed sounds once aggroed should be constant whining, hissing and growling hopefully intense enough to make you feel really unsettled. Share this post Link to post Share on other sites
imperian_man 31 Posted December 31, 2013 That is some cool stuff right there,It would be nice if they added "a little bit more power" to the sound of the guns,you know,guns need to sound like guns,not like some kids toys.keep up the good work man! Share this post Link to post Share on other sites
Boitameuh 14 Posted December 31, 2013 Sound effects and audio ambience are frequently underrated, but they can add so much to the immersive quality of a game. You deserve a lot of beans ! 2 Share this post Link to post Share on other sites
badman85@gmail.com 14 Posted December 31, 2013 (edited) excellent job ! hope the devs take note of your vid !like the M4 sounds indoor & out , as well as the (indoor ambient , my favorite) . in the opening was really hoping you were going to brush up against a tree & have a sound for that .nylon & other plasticie type materials make a distinct sound when brushed up against , which would be a huge advantage while trekking through the bush ,like wise some one / thing hiding under a tree or in a bush can make a lot of noise while shuffling around . 10/10 got my beans brother keep up the good work ! Edited December 31, 2013 by Mayhem Smash Share this post Link to post Share on other sites
fortran 246 Posted December 31, 2013 Thanks a lot for the comments and critique/feedback guys, seriously appreciate it, it's nice to see that so many people feel that new audio is a priority for the game also, am very excited to see what the new sound designer Rocket hired will bring to SA once he is up and running. Also agreed with some of the comments about the zombies, spent a lot of time screaming and shouting down the mic to try and get something more menacing but not too Resident Evil in style, but it's a fine line, will take another bash and vocalising them soon. Will probably make a few more of these over the next couple of weeks as and when I can find items I want to work on such as the Mosin, the FNX45, seascapes, city interiors and a at the top of my list. a new shovel melee sound lol. Is just a bit tricky running around trying to record for this purpose without getting shot while doing so :rolleyes: Anyway thanks again for all the support and feedback. 1 Share this post Link to post Share on other sites
fortran 246 Posted January 2, 2014 (edited) PART 2 Managed to scavenge some more equipment, shovel, mosin, fnx45 so decided to make a part 2. Includes, seascape, shovel melee, mosin interior/exterior (not %100 happy yet), ship-wreck interior ambience, fire-axe melee, M4A1 suppressed trying to replicate both supersonic and subsonic ammo types, metal shed/warehouse interior ambience and finally the FNX45 interior and exterior. Edited January 2, 2014 by Fortran 3 Share this post Link to post Share on other sites
ZedsDeadBaby 2287 Posted January 2, 2014 Great stuff, but one thing I'll say is if you're going to include things like seagulls and bird chirps, they need to be massively varied and very random. Nothing breaks the illusion of ambiance more than hearing the same pattern of bird calls thirty or forty times while you're exploring. The current game sounds suffer from this, with that stupid chain link fence tinkling noise that happens constantly for no reason whatsoever. 1 Share this post Link to post Share on other sites
fortran 246 Posted January 2, 2014 Great stuff, but one thing I'll say is if you're going to include things like seagulls and bird chirps, they need to be massively varied and very random. Nothing breaks the illusion of ambiance more than hearing the same pattern of bird calls thirty or forty times while you're exploring. The current game sounds suffer from this, with that stupid chain link fence tinkling noise that happens constantly for no reason whatsoever. Couldn't agree more. In this case it's really only to showcase the sounds in the 30 or so seconds I had available in the video, but totally agreed, in-game everything needs a lot more variety, space and randomisation, especially in an open-world such as Chernarus where you are spending hour upon hour playing in the same environments. Thanks for the comment/feedback. Share this post Link to post Share on other sites
Nynuc 7 Posted January 2, 2014 Great stuff dude, Just top notch sounds. I hope we can get a door opening/closing sound as well. 1 Share this post Link to post Share on other sites
Hetstaine 10852 Posted January 2, 2014 Very nice work dude, miles ahead of what we currently have. Really hoping the new sound guy can do even better ! :beans: 1 Share this post Link to post Share on other sites
combatcomm1 234 Posted January 2, 2014 (edited) Hey bro, great job. Could you superimpose some sounds for player interaction with the environment? Just to see the concept in action? For example, Doors being opened, player moving against a chain link fence?? This game desperately needs more sounds that alert you to unstealthy players nearby. Edited January 2, 2014 by VictorM Share this post Link to post Share on other sites
fig0451 85 Posted January 2, 2014 These are amazing. Hope you release them soon!A sound related question: So I know that rabbits will make zombie noises, but every once in a while I'll hear popcan opening sounds, ammo clinking sounds and things like that just in the ambience with no one nearby (as best I can tell). Does that happen to anyone else, and any does anyone know why this happens? 1 Share this post Link to post Share on other sites