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Bullet Zip/Ding/Smack Sounds


Fortport

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Posted (edited)

Whenever a bullet hits something, there isn't a lot of noise. With the noises that have been added to things dropping(shells, casings, etc.) I was thinking that other things are lacking maybe. Imagine if a sniper shot at you. Wouldn't it add so much more tension if you heard the iconic sound of a bullet zipping by you, and then pinging off a metal wall like in an old western? Just food for thought, and something that would make gunfights a lot more chilling if you really felt that bullet that almost took your head off. Even if the bullet zipping by can't be added, just the ding would be a nice touch by itself.

Like if you only heard the bullet zip if the shot connected, but missed. The metal ping would always be there if it hits something. Unless it's glass, then I guess you'd hear it snap/crack.

Edited by Fortport
  • 2 months later...
Posted

ey yo that sounds real sick

I guess chances are we probably wouldn't be in any position where we would be firing so far away as to hear the whizz before the crack of gunfire. Or even hear any gunshot to begin with if you're that far away. So we might not have to worry about that.
For now.

Adding more sounds for it seems like fun for those who like to get their heads in the universe and those who like to get their heads in the game. I wonder how processing's going to handle it in those off-chance intense, heavy firefights with all sorts of bullets flying everywhere. Regardless, I'm almost certain whizzing was achieved in another codebase somewhere...
But it might just be me.

Posted

This would be pretty hard to implement I'd imagine, for little payback. And indeed, at the ranges we typically shoot at on this server, the sound of the gunshot would deafen and block out all the nice little bullet whizzing by sounds. I do like punchier noises(where they make sense.) But there's probably a reason nobody has just downloaded a couple stock sounds and just 'done this.'

Posted
2 hours ago, Mogelix said:

This would be pretty hard to implement I'd imagine, for little payback. And indeed, at the ranges we typically shoot at on this server, the sound of the gunshot would deafen and block out all the nice little bullet whizzing by sounds. I do like punchier noises(where they make sense.) But there's probably a reason nobody has just downloaded a couple stock sounds and just 'done this.'

That's true enough. I don't want to downplay the amount of work this might take. But I don't personally think one ever got anywhere just taking the easy steps. A big project doesn't necessarily have to be outright discarded just because it can't be done immediately, though I apologise if anyone would disagree — and once more if that's not at all what you're trying to say.

Perhaps one type of gunshot may deafen it, but there are a variety of other sounds that firearms can make. What about suppressed firearms, or long-range firearms?
Actually, how far can a projectile travel in this current code before it's forcefully deleted?

And just another thought which kinda delves into a bit of weird funky nonsensical Hollywood sound engineering stuff, but what would happen with energy-based weapons? I mean, keeping in mind that they have slightly different in-universe modes. One, for example, is based on optically amplified beams of light, while another is say, something like electrically stimulated tardigrades found in the station's atmosphere. But you know how you get in movies where certain beams of energy or what not make a slight 'sound'? Would that be too much kerhuffle?

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