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News Update #35: Enfield No.4 Mk I Weapon Preview

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VonMudra

Well-known member
Ok... I will never doubt TW's researchers again... :D

 

calgoblin

Pathfinder Games
I would explain why the sounds are all a 'little flat', but then I'd have to kill you.

In all seriousness it's because Maniche spent all the sound budget on cookies.

In all seriouser seriousness the weapon SFX are as dry as possible when raw so the reverb/echo can be added in-engine. The bad part is the default settings suck so they'll be customised properly in due course. But to be honest, I preferred the cookie excuse, so let's stick with that. Next gun!
 

_Franky_

Well-known member
Trust me, I've heard Cal's experiments with reverb and echo in the engine, it will be kickass when it's done ;)
 

Roughbeak

Member
Please tell me that there will be "clicky" sounds (or metal upon metal clicking, back and forth ;)) when operating the bolt. :D
 

calgoblin

Pathfinder Games
Interesting discussion there Lucky. There is a great challenge in replicating sound in a game engine. For starters the dynamic range is absolutely tiny compared to reality, where it can go from 0dB all the way up to 120dB when you're head starts breaking apart. Films have around 90dB to work with, game engines like CE have between 30-60 depending on the HDR setup. So the real challenge is to 'fake' reality, and sound designers have been doing that for decades. All Traction Wars sound will be mixed in regards to each other as they are added so don't expect the volumes in these videos to be final. But if you do want ultra-immersive audio in ANY game (but especially TWs ;) ) then find space for a surround-sound speaker setup. It enhances the whole game, and that's where TWs will sound it's best :)
 

SwadianFC

Well-known member
Let's remember that louder is not always better. The more louder you make the sounds the more details you lose. Here's a nice thread on PR forums in a discussion that popped up after the new sounds in 1.0 patch:

Audio in video games, and in PR, an opinion of an audiophile - Page 2 - Project Reality Forums

Louder is surely not always better, I would agree completely with that. The issue with simulating an authentic battlefield environment is explained very well by this poster:Audio in video games, and in PR, an opinion of an audiophile - Page 2 - Project Reality Forums

I think it's safe to say that we're seriously considering a mechanic similar to the one the poster is describing, in which repeated loud noises would cause ear ringing, loss of sensitivity, temporary deafness, and so on.

The loudest noise the player will experience in game, though, is the sound of the player firing a weapon, so in many ways it does make sense for weapon firing sounds to be the loudest. We are achieving this without losing sound quality by keeping a sensible "dB ratio" between loud and soft sounds and by allowing the user to control the level of volume (i.e. sounds won't already be at their loudest when your volume bar is down at 1%). None of our sounds clip.

Hope that all makes sense!
 

calgoblin

Pathfinder Games
It seems to be a fairly recent thing where developers are allowing you to choose different mixes you prefer. In the Last of Us for example there's a 'night' mode which reduces the dynamic range, a super 'bassy' mode for people who listen to dance music all the time... Think that's pretty neat.
 

Swaffy

Member
Damn, I never knew the bolt was that quick on an Enfield :D
The bolts on Lee Enfield rifles are among the best rifle bolts ever produced. That's part of where the Mad Minute came from. The K98 has a pretty stiff/tight bolt and tould be rougher to work. I've gone to gun shows to look at Lee Enfield rifles and the bolt actually pushes back once you pull the bolt handle up. VERY smooth and just a blast to use. Half the fun is working the bolt and reloading the magazine.
 
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