The_Man 393 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? Yep, it has been happening like crazy to me out near NorthEast Airfield. One random sound at least every 15 seconds. It is varies in volume. Annoying as hell. Mostly soda cans being opened, someone chewing on food and zombie noises. Share this post Link to post Share on other sites
combatcomm1 234 Posted January 2, 2014 (edited) Does anyone else think that walking/running sounds need to be higher in volume? I mean, I had a guy sprint at breakneck speeds a couple meters in front of me in the woods and heard NOTHING. I know it's ALPHA but just want to get that discussion out there. If someone is sprinting through the woods with twigs snapping and the echo off the trees you should be able to hear it from a decent distance. I usually play very stealth-fully, crawling against cover and such and there really isnt any incentive right now. Doors don't make sounds when they open, can hardly hear people running even on asphalt. I am a big advocate of the devs finding a way to add sounds to players touching chain-link fences and sheet-metal making a sound. doors opening. Maybe make it so you can open doors with a click or with the mouse scroll wheel to help with the noise, I dunno. The sound made from walking through the cattails and some types of bushes also need a volume boost. Better directional sound so we can pinpoint which direction these blundering-run ever- players are at. Edited January 2, 2014 by VictorM 2 Share this post Link to post Share on other sites
fig0451 85 Posted January 2, 2014 Does anyone else think that walking/running sounds need to be higher in volume? I mean, I had a guy sprint at breakneck speeds a couple meters in front of me in the woods and heard NOTHING. I know it's ALPHA but just want to get that discussion out there. If someone is sprinting through the woods with twigs snapping and the echo off the trees you should be able to hear it from a decent distance. I usually play very stealth-fully, crawling against cover and such and there really isnt any incentive right now. Doors don't make sounds when they open, can hardly hear people running even on asphalt. I am a big advocate of the devs finding a way to add sounds to players touching chain-link fences and sheet-metal making a sound. doors opening. Maybe make it so you can open doors with a click or with the mouse scroll wheel to help with the noise, I dunno. The sound made from walking through the cattails and some types of bushes also need a volume boost. Better directional sound so we can pinpoint which direction these blundering-run ever- players are at. I'm not sure it its that other players foot steps should be louder, or if the ambient noises are too loud, but yes, something like a 30% boost in people volume would be good.Also totally agree that doors should make noises when they open. Share this post Link to post Share on other sites
n1mble 10 Posted January 2, 2014 This is great. I want these exact sounds in the game now!!! if you've already done all the work Rocket should just let you go at the sound overhaul 'cause I don't know how one could top this. Share this post Link to post Share on other sites
Kit - Alpha Six 31 Posted January 2, 2014 PLEASE SEND ME THESE!!!! HELL SEND EM TO THE DEVS! AMAZING! Share this post Link to post Share on other sites
combatcomm1 234 Posted January 2, 2014 http://feedback.dayzgame.com/view.php?id=3258 - Doors should make sounds Please vote this feature request up please. :) Share this post Link to post Share on other sites
Kit - Alpha Six 31 Posted January 2, 2014 http://feedback.dayzgame.com/view.php?id=3258 - Doors should make sounds Please vote this feature request up please. :) Voted. Share this post Link to post Share on other sites
liquidcactus 719 Posted January 2, 2014 Wowzers INCREDIBLE.. are you a foley artist or something ? I'm VFX artist but still punching away at studying ... the indoor wind sound(s) at 3:00 was amazing.. that ghostly howl sound is the bomb tits ! Share this post Link to post Share on other sites
liquidcactus 719 Posted January 2, 2014 http://feedback.dayzgame.com/view.php?id=3258 - Doors should make sounds Please vote this feature request up please. :)Indeed doors do need more emphasis I'm sure they will get there one day ! I think the dream case scenario would be how they are in amnesia. You can open them slightly, inch by inch slowly or just open it fast and make alot of noise. Share this post Link to post Share on other sites
Slartybartfast 76 Posted January 2, 2014 Very nice work man! Hopefully they'll make use of all your efforts or maybe they'll just hire you ;) Share this post Link to post Share on other sites
combatcomm1 234 Posted January 2, 2014 Indeed doors do need more emphasis I'm sure they will get there one day ! I think the dream case scenario would be how they are in amnesia. You can open them slightly, inch by inch slowly or just open it fast and make alot of noise. I'd like to agree with you that this is a certainty but Bohemia is known to be pretty lazy when it comes to the little details that really make a game polished and high quality. Also, is there an engine limitation here? Probably not right? Share this post Link to post Share on other sites
Zeppa 562 Posted January 2, 2014 (edited) Great stuff, only wonder how hard is to get these work in the engine level, ie wire fence sound when you run into it.. As the arma is clitchy and weird witch collissions and physics..I think its np for stuff like doors etc that are tied to a task, ie open door= play sound x. Edited January 2, 2014 by Zeppa Share this post Link to post Share on other sites
sprelle 0 Posted January 2, 2014 Very nice! Decent dynamics too. i'm a sucker for proper dynamics. I haven't listened to your video on my main system yet, but I guess you are aware of the ULF thud of a fired gun. Is this implemented? I can't tell with my current system, it doesn't dig very deep into the lower octaves. Share this post Link to post Share on other sites
tremanarch 42 Posted January 2, 2014 nice, it shows how important sounds are. 1 eyes : 1 sounds should be considered 50 : 50 in effort / quality / diversity... maybe we can have different forrest sounds, some forrests have more birds some less cause factory is near stuff like that.. also more diversity in weather: more wind less wind.. Share this post Link to post Share on other sites
Zeppa 562 Posted January 2, 2014 (edited) nice, it shows how important sounds are. 1 eyes : 1 sounds should be considered 50 : 50 in effort / quality / diversity... maybe we can have different forrest sounds, some forrests have more birds some less cause factory is near stuff like that.. also more diversity in weather: more wind less wind.. Why would there be less birds near the factories.. who know how long they have been empty? just saying.I havent really paid attention to the wind but if I remember right I have seen some variation in it, at least with the grass...But weather is to come.. patience. Edited January 2, 2014 by Zeppa Share this post Link to post Share on other sites
rhisthel 2 Posted January 2, 2014 Please... add this sounds to the game... Awesome! 2 Share this post Link to post Share on other sites
duke0095 106 Posted January 2, 2014 (edited) sounds sound awesome! :D would be nice to set them as standard sounds. Edited January 2, 2014 by duke0095 1 Share this post Link to post Share on other sites
martink8190@gmail.com 149 Posted January 2, 2014 (edited) Well done again The FSX45 sounds gloriously! There's honestly nothing I can think of that would make it sound any better.Fire AXE - spot onSeascape ambiance - Relaxing :) any chance to bring forward the splashing when the water hits rocks and stuff?Shovel - Great although I wish once in a while the sound of the wooden handle hitting would mix in Mosin - I like the raw base sound but to me it sounds little distant and could use bit more attack? What I mean is it feels like the sound is going away right after the shot where I'd expect the sound to go sorth of ''behind me'' rather than away. I also noticed the left channel is little more forward than the right. I appreciate it's in progress and trial & error thingy :) The M4A1 suppressed & subsonic is brilliant as well Sorry if being too picky and I appreciate its all down to itall being subjective. I hope I may have raised some constructive criticism Edited January 2, 2014 by Colonel-Wicked Share this post Link to post Share on other sites
Markiee 9 Posted January 2, 2014 Nicely done but I'd just like to add something, if you are shooting a gun, the birds in the area would have flown away, so there wouldn't be any noise coming from them :) Otherwise great work 1 Share this post Link to post Share on other sites
fortran 246 Posted January 2, 2014 Again, massive thanks to everybody who has commented and given feedback on this, seriously appreciate it! Wowzers INCREDIBLE.. are you a foley artist or something ? I'm VFX artist but still punching away at studying ... the indoor wind sound(s) at 3:00 was amazing.. that ghostly howl sound is the bomb tits ! Thanks man, I actually work as a sound designer, just recently finished up on an indie title. Well done again The FSX45 sounds gloriously! There's honestly nothing I can think of that would make it sound any better.Fire AXE - spot onSeascape ambiance - Relaxing :) any chance to bring forward the splashing when the water hits rocks and stuff?Shovel - Great although I wish once in a while the sound of the wooden handle hitting would mix in Mosin - I like the raw base sound but to me it sounds little distant and could use bit more attack? What I mean is it feels like the sound is going away right after the shot where I'd expect the sound to go sorth of ''behind me'' rather than away. I also noticed the left channel is little more forward than the right. I appreciate it's in progress and trial & error thingy :) The M4A1 suppressed & subsonic is brilliant as well Sorry if being too picky and I appreciate its all down to itall being subjective. I hope I may have raised some constructive criticism Not at all, all great feedback! I definitely like the idea of including some of the handle sounds in the shovel foley and agreed on the mosin, went through quite a few variants and this might not have been the best choice in the end. 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. Was actually planning to do one last video with some of the above included. Also managed to finally find myself on a server where it was raining heavily so will do a soundscape for that also. Very nice! Decent dynamics too. i'm a sucker for proper dynamics. I haven't listened to your video on my main system yet, but I guess you are aware of the ULF thud of a fired gun. Is this implemented? I can't tell with my current system, it doesn't dig very deep into the lower octaves. Thanks man, I haven't actually added any separate LF components as of yet to the weapons aside from some EQ, but yes, if they were to ever make their way into the game I usually add a separate layer for the sub-woofer (or speakers with sufficient range) in there too :) Share this post Link to post Share on other sites
shagohad 124 Posted January 2, 2014 nice work, I like the interior building sounds I spent most of my dayZ time playing a dayZ mod (mod of mod) that had JSRS enabled. Some of the great things from that were the booming sounds of shots that you could hear from really far away and the crump of explosions near and close. JSRS also had similar indoor/outdoor effects (just with weapon sounds) and its little details like that which make the game come alive :) Share this post Link to post Share on other sites
fortran 246 Posted January 3, 2014 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. Just want to say a big thanks for all the kind comments, feedback and crit, has all been hugely appreciated. 5 Share this post Link to post Share on other sites
combatcomm1 234 Posted January 3, 2014 (edited) SIr, YOU ARE MY HERO for video number 3. I dont even know if I can play DayZ anymore. The doors and the physics interactions. If the dev team doesn't implement these I will be devastated. Now you said that these weren't actually scripted by you right? You just superimposed them? (expertly I might add) Please post this on reddit if you are a member. This needs widest dissemination. Edited January 3, 2014 by VictorM 2 Share this post Link to post Share on other sites
Chronos Blackburn 149 Posted January 3, 2014 It was all great. But I will add... The storm needs to be stormier. :D Share this post Link to post Share on other sites
Judas666 14 Posted January 3, 2014 lol'd at the shovel sound, it was so much satisfying than just hearing the old common sound. 1 Share this post Link to post Share on other sites