Grenade Bounce Sounds

Developer discussion of experimental fixes, changes, and improvements.

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Versus the current ones ?

Lot better
2
25%
Better
4
50%
Same
1
13%
Worse
1
13%
Lot worse
0
No votes
 
Total votes : 8

Postby tChr » Wed Dec 27, 2006 8:01 pm

Qantourisc wrote:not not really :) there are 3 methods we can hear from where sound is comming:
A) Volume distance between left and right ear
B) Phase differnce between the 2 ears (some form of delay)
C) Delay between the 2 ears

So in low frequencies and verry high frequencies it get's hard ...
Middle are the best :)


??
Sorry, but I cant agree with that.. Of courcce the methods are correct, but high pitch is more energy and is less likely to be phase-distored, unless of course you are reaching frequenzies that we have trouble hearing in the first place :), you will easier place high frequenzies than lo frequenzies in direction. But naturally, we are made foremost to react to sounds that we communicate with.
the spice extend life!
the spice expand conciousness!
the spice is vital to space travel!
sooooo.. tell me what you want, waht you really-really want
I will proceed directly to the intravenous injection of hard drugs, please.
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Postby Qantourisc » Wed Dec 27, 2006 8:16 pm

No clue for 100% sure ... but I don't care for my sound engine anyway
just simulate ... and if my simulation is right it will sound right :)
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Postby ai » Wed Dec 27, 2006 8:40 pm

tChr: Heh, IMO I think these have more substans or sustain or what it was than the sounds you made, they still sound like a fork against some kind of concrete. And 2.1 sounds are very good too, they dissapear in distance and they actually fit the mortar model, which then makes it fit in the game.

But I suppose it's more of a opinion matter than "making-them-right".
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Postby Vendor » Thu Dec 28, 2006 8:09 am

Qantourisc wrote:Hit the shovel

tChr wrote:I've used an axe and an iron bar

Who says that the world of Open Source doesn't have advanced programming tools!
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Postby Qantourisc » Thu Dec 28, 2006 11:38 am

Isle of View wrote:Who says that the world of Open Source doesn't have advanced programming tools!


Lol :) btw what do you think they use in real audio studios ? I've seen an example where they use cleaning soup and some type of vegtiable to ceate a alien sound !


Herby i request a iron tube filled with dirt (maybe perferebly glay) and closed on both side to match the properties of the grenade in game ... anyone up for this ?
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Postby tChr » Thu Dec 28, 2006 2:27 pm

Qantourisc wrote:
Isle of View wrote:Who says that the world of Open Source doesn't have advanced programming tools!


Lol :) btw what do you think they use in real audio studios ? I've seen an example where they use cleaning soup and some type of vegtiable to ceate a alien sound !


Herby i request a iron tube filled with dirt (maybe perferebly glay) and closed on both side to match the properties of the grenade in game ... anyone up for this ?


Yeah.. I was thinking of that too. I have an empty shell for an anti-aircraft cannon grenade (295mm or something), wich at least is closed in one end.. I'l try filling this one up with various stuff and see if I can get a better result. I'm expecting my new mike tomorrow, so then I will have the ability to record sound again :)
the spice extend life!
the spice expand conciousness!
the spice is vital to space travel!
sooooo.. tell me what you want, waht you really-really want
I will proceed directly to the intravenous injection of hard drugs, please.
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Postby Qantourisc » Thu Dec 28, 2006 9:20 pm

sweet
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