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

Wed Dec 27, 2006 12:00 pm

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

    Rate please :)
    Qantourisc
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Wed Dec 27, 2006 12:27 pm

  • What sound?
    Ed
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Wed Dec 27, 2006 12:58 pm

Wed Dec 27, 2006 12:59 pm

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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    ai
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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).
    the spice extend life!
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    tChr
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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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    esteel
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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.
    Qantourisc
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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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    tChr
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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 :)
    Qantourisc
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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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    tChr
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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 :)
    Qantourisc
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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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    ai
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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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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 ?
    Qantourisc
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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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    tChr
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Thu Dec 28, 2006 9:20 pm

  • sweet
    Qantourisc
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