quick question about weapon sound effects


(kilL_888) #1

hey, this is a very specific (small) thing that i noticed when i got invited to the alpha. it still persists which starts to worry me a little bit.

when you semi fire any of the full automatic rifles, there is no single bullet firing sound. it always plays the full automatic sound.

so, even though i click only once and fire only one bullet, it sounds and “feels” like i shoot a few.

is this going to be adressed at some point or is it working as intended?


(Anti) #2

[QUOTE=kilL_888;435530]hey, this is a very specific (small) thing that i noticed when i got invited to the alpha. it still persists which starts to worry me a little bit.

when you semi fire any of the full automatic rifles, there is no single bullet firing sound. it always plays the full automatic sound.

so, even though i click only once and fire only one bullet, it sounds and “feels” like i shoot a few.

is this going to be adressed at some point or is it working as intended?[/QUOTE]

Yup, we’re aware of this issue and hope to fix it in future, might take a little while to sort out though.


(Kl3ppy) #3

Mhh, is to hope the right thing here? Would be better if you said we will fix it in the future :tongue:


(MrEd) #4

So what’s happening here is that we started out with rate of fire on the weapons that pretty much matched the real world equivalents. Then we decided the game was too much about crouching behind a corner and insta-killing with a couple of headshots. So we dropped all the rates of fire drastically and upped the amount of movement in the game which brings you to where we are now.

However, all the original weapon audio was still at the original rates of fire and we can’t just magically slow it down and auto-tune the audio. So our audio team are currently revisiting all the weapon audio from weapon set 1 and adjusting to match the state the game’s currently at. When that’s done it should help a lot with weapon feel.


(kilL_888) #5

awsome. thanks for the replies.


(Loffy) #6

Audio is such a big thing in games; it certainly adds to the atmosphere.

In L4D1 & 2, a game that I have tested a bit, there is a small, sound-related thing that I really like. It is the random, very rare, yet noticeable sound of a round “misfire”. It is not a real misfire, because the bullet does fly out of the barrel. Rather, there is some sort of sub-optimal ignition, or whatever it is called. (I.e. not all rounds sound exactly the same all the time.) I am not absolutely yerning for this in DB. It is just an example of a small sound sfx that adds to the atmosphere. In L4D1 & 2, it adds to that feeling of “I grab and use whatever rusty gear I find along the way!”

DB tells a story of merch groups that fight over objectives in a contaminated, evacuated environment. The sound loop “This is a restricted area!”, heard occassionally in some map iterations, adds to that feeling. Keep it! Do not hesitate to add more sound sfxs (e.g. geiger clicks, radio broadcasts), imho.


(kilL_888) #7

[QUOTE=Loffy;435552]Audio is such a big thing in games; it certainly adds to the atmosphere.

[/QUOTE]

imho, like in movies, audio is 50% of the experience. you may tell how much “geek” i am when i notice stuff that i mentioned above. most people probably don’t even notice this but for me it’s an integral part of the experience.

specifically in DB, i like this random scream sometimes. sounds like mr. wedgwood did this voiceover himself. it sounds so extremely authentic, i always wonder, heck, did someone of my neighboars just scream something? :slight_smile:

if sounds aren’t done right, they degrade the whole experience. i often point to the original doom for reference. although it’s very basic, it’s still so satisfying to fire your double barrel shotgun and kill these demons. i mean, you know the sounds the pinky demons (and some others) do when they die. i can’t put it in words. :slight_smile: it’s just so damn awsome. i mean, all the demons have excellent dying sounds. i can’t decide what’s my favorite.


(INF3RN0) #8

I play 90% of the time with music overshadowing the in game sounds lol. Only time I turn it off is if I’m pugging in VOIP.


(acQu) #9

I’m with you on this. Sounds are an integral part of the experience. If something is wrong with this, headaches are guaranteed. So i find this quite important.

W:ET had several under 1 second audiotracks for the weapons (just for one shot), mainly there was 1 for near and one other for far, and some others for reload. The sound was more or less triggered when a shot was ordered by the player and then the audiotape was already done and set back to be played again. Maybe this could be done just for this alpha as well and the final tune (audi track) can be implemented when all is set in stone and ready for release :slight_smile:


(zeroooo) #10

music?^^ cant play with music^^

so, pleaaaaaaase!!! gimme the option do disable endgame music^^ -

:smiley:


(INF3RN0) #11

[QUOTE=zeroooo;435568]music?^^ cant play with music^^

so, pleaaaaaaase!!! gimme the option do disable endgame music^^ -

:D[/QUOTE]
I have Pandora in the background is what I meant :wink:.


(acQu) #12

Also i am sure if it is just an audio track i can adjust the tape to a position where the shots and the audio feedback are missaligned again :o