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

Grenade Bounce Sounds

Postby Qantourisc » Wed Dec 27, 2006 12:00 pm

I took a shot at making some grenade bounce sounds....

Rate please :)
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Postby Ed » Wed Dec 27, 2006 12:27 pm

What sound?
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Postby esteel » Wed Dec 27, 2006 12:58 pm

Gives a new meaning to 'missing link' :)
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Postby Qantourisc » Wed Dec 27, 2006 12:59 pm

WHOEPSY :) fergot to post the link :D

http://qantourisc.afraid.org:8080/QanGrenadeBounce.pk3 (Warning server is not online 24/24 7/7)
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Postby ai » Wed Dec 27, 2006 1:38 pm

I think they are better than tChr's sounds (for now I have the original ones that comed with nexuiz 2.1 and older). These doesn't have that high pitched sound and fit the game better. Though these too doesn't dissapear in distance, could you make so that they did? I might even use these sounds, but as long as there aren't ones that dissapear in distance I probably won't use them.

But good job mate.
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Postby tChr » Wed Dec 27, 2006 2:19 pm

Yep.. I agree the pitch is better, what did you use? I had problems finding something that made a pitch that low. However they seem to have a tad too much sustain to them, as a grenade is not an empty can. Therein lies the problem with finding a low pitched sound, the sustain.

However these are better than the 2.1 sounds for sure, but i think these (and mine for that matter) needs more work. The main reason for me making the current ones is that the 2.1 ones really sounds like a beercan.

ai: The problem with teh distance is that DP does not stop sounds in walls, and because of the varied size of the nex maps you have to make a decision. If they are too low, you wont hear then in one room on large maps (like silvercity), if they are too high, they will be all over the place in a small map (like basement).
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Postby esteel » Wed Dec 27, 2006 2:25 pm

If sounds 'do not disappear in the distance' its more of an acoustic problem.. as i understand it high pitch sounds have that problem. Though i like the fact to be able to hear distant grenades.. maybe my headset is good enough or its just me but i have no problem with sounds not going away.
I did listen do the sounds with a player and was reminded of churchbells :) but the sounds are very good ingame.
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Postby Qantourisc » Wed Dec 27, 2006 2:27 pm

I used a shovel and a euu "tang" don't know the translation. Problem is i could not find an iron rod .... that would match the shape of the mortar ...

Ok what I did:
1. Take your shovel
2. Clean off the dirst (unless you love dirt in the house).
3.Take another iron object (or something else that produces a nice sound)
4. Press your fingure somewhere on the shovel to dampen the resonance.
5 .Press record
6..Hit the shovel.
7. Change playspeed (i thook -25%)
8. Do some other adjustments (sound, sound decay, ....)
9. Deliver.
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Postby tChr » Wed Dec 27, 2006 3:29 pm

Yeah.. but an iron bar would not help.. I've used an axe and an iron bar, and basically the same procedure, exept i have qiote a lot of post-processing. The denser the material is the higher the pitch will be.. amon other things the sound is halved in pitch in a half-echo that migh be a lil low on volume, just to give the sound more dynamics..

hmm: esteel: high pitchet sounds are easier to place in space than low pitched ones.
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 7:41 pm

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 :)
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