“do doo be do do”
Game Sounds are Pew Pew, Not Bang Bang
I like the sounds, though they are a LITTLE chirpy. You also have to keep in mind that you’ll probably get a bassier sound when you ADS.
So homosexuality is supposed to just imply inferiority. When something is “gay” everyone in the room should just know that means lowest quality or worst appeal. Anything outside of 1950’s nuclear family values is obviously a threat to society. Single parents must be the worst individuals because their offspring can only be criminal-bound. Anyone with a tattoo or piercing is a Satanist. Because this perception of a perfect family unit totally existed and still widely exists in 99.9% of households.
“Jorge wants to be hardcore, but his mom won’t let him.”
Obviously, you hate gay wimpy crap, so you must be the machoest guy around. No masculinity issues whatsoever as long as media can keep making you feel like a real man.
I’m not really here to argue, just revealing a perspective that may benefit towards recognizing a professional attitude in the workforce. Go ahead and use freedom of speech, but realize what it is exactly you’re saying and how some might interpret it. I’m not personally offended but am annoyed at how common this is used.
Back the topic, I can’t really comment directly on Brink because I haven’t been able to test the game with my own sound system. Guns make a very loud clap sound when fired. I think movies and games that give it a lot of low frequency hope that the rumbling of the sub woofer creates the same effect as the sound pressure shockwave of an actual gun. When the loud clap is translated to games it is more correctly represented.
The problem with games is that the dynamic range is very low. Everything is kept at a relatively flat response level. An example would be that you can hear your footsteps, enemy footsteps, the guy on the radio talking, distant gunshots, and your own gun all at the same time. If the game were adjusted for realistic sounds you’d crank your speakers or headphones to max volume. The dialog would be adjusted very low so that talking is at a normal voice. Then when you fire your gun you hear the same “gay, wimpy” clap at over 90dB and all other noises are nearly silent. Every shot should startle you a little because of the sound pressure level from the maximum volume. I’ve never seen a game that allows this kind of calibration. To me it seems very technically feasible within any engine, but with the very very low consumer knowledge and widespread inferior sound systems no one has ever bothered. Infact, I’ve never even read or heard about anyone discussing this before, I thought of it on my own. I know that practically it’s never been done/considered because a majority of people probably won’t even have a good enough sensitivity rating on their speakers. But they’re actually marketing 3D gaming now, so I don’t know why this has been ignored. I mean games already add lens flares and film grain, why not a full dynamic audio range?
If that really was a concern then wattage wouldn’t be the most popular quantifier for consumer audio. Everyone wants more watts because they think that means louder. This would give the loudness.
http://www.dangerousdecibels.org/education/information-center/decibel-exposure-time-guidelines/
See how a gunshot is over 140dB? Earplugs reduce it 30-40dB. The game could max out at 85 to 88 dB. There would have to be some procedure to calibrate it properly. 85 dB is still pretty loud and there would be no wimpiness. Hearing damage is what most people want anyways.
yeah this helped. it does sound better but some of the guns like the smg still sound so clicky n wimpy. there’s like no bass to it. The explosions as well, and especially the explosions should have a big BOOM SHOCKWAVE type sound not sounding like air exploded and all empty-ish.
i have bassy headphones too.
on a suppressed smg, you’ll hear more of the bolt banging back and forth than the powder bang
[QUOTE=ryryelectro;277356]yeah this helped. it does sound better but some of the guns like the smg still sound so clicky n wimpy. there’s like no bass to it. The explosions as well, and especially the explosions should have a big BOOM SHOCKWAVE type sound not sounding like air exploded and all empty-ish.
i have bassy headphones too.[/QUOTE]
It’s not hip hop. It’s gunfire.
I think that that would only occur if you are using sub-sonic ammunition.
Perhaps i am wrong.
Also i think there is a few reasons that the dynamic range is so limited. Often people do not want to be making a huge noise when gaming. Especially if you are playing at night or in the same room as others.
I think that games should have a customisable dynamic range.
[QUOTE=crazyfoolish;277369]I think that that would only occur if you are using sub-sonic ammunition.
Perhaps i am wrong.
Also i think there is a few reasons that the dynamic range is so limited. Often people do not want to be making a huge noise when gaming. Especially if you are playing at night or in the same room as others.
I think that games should have a customisable dynamic range.[/QUOTE]
9a91 smg
but… ya… never thought of that dynamic sound before, but it would be cool to have ‘quiety mame badguys without noise going to other rooms’ and a ‘omg, hiphop gun shooting new years volume’…
i personally use a headset and think you should all too! we hate hearing your speakers over your microphone!
[QUOTE=crazyfoolish;277369]I think that that would only occur if you are using sub-sonic ammunition.
Perhaps i am wrong.
Also i think there is a few reasons that the dynamic range is so limited. Often people do not want to be making a huge noise when gaming. Especially if you are playing at night or in the same room as others.
I think that games should have a customisable dynamic range.[/QUOTE]
Suppressed means to use a silencer. If the bolt slamming back and forth is louder then the silenced release of muzzle pressure then you’ll hear the bolt regardless of ammunition used in the weapon.
[QUOTE=DonkeyDong;277371]
i personally use a headset and think you should all too! we hate hearing your speakers over your microphone![/QUOTE]
Agreed. People shouldn’t blow the doors off.
Also to the original poster. Do you know what real guns are supposed to sound like? Or are you comparing to other video games you’ve played? Most video games have no true clarity of what the gun really sounds like and a lot of them sound “too bassy” and muffled. Classic weapons are like classic muscle car engines. People who are really into them can tell what they are just by listening sometimes. Some guns sound high sharp and biting and some thump. And the sound of a shotgun on the range is unmistakable. Some rack with a slight click some have a nice ratcheting sound when you rack them. Everything from the way a magazine slides in and snaps in place to even details like that ping the M1 Garand makes when it ejects an empty en-bloc clip.
My glock 17 doesn’t have a bass knob on it son.
You do realize that the guns sound (and look) different for each faction, right? If some guns sound raggedy and broken, it’s because they are supposed to.
Guns also have different sounds for hipfiring and ADS.
didnt Chris Sweetman, the audio director, rent a quarry in Nevada, set up a buttload of mics, and capture the sounds of 30+ REAL guns for the game?
Yes? oh ok
There’s a few places in Arizona and Nevada where you can go shoot anything for a fee
big one in Vegas
http://www.thegunstorelasvegas.com/gunrental.html