#Extreme Dynamic Range - Arma Reforger

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cursive dome
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Gotta add 2 cents to this, pardon :D
The mod doesn't add dynamic range, it drastically reduces it.

  • Dynamic Range describes the difference between the loudest and quietest sounds a system can reproduce.
  • In 16 bit digital audio, this is roughly 120db.
  • In Sound Design language, Dynamic Range is also often used as a term for some arbitrary relationship between loud and quiet parts of the soundscape
  • There is a maximum possible volume limit in digital audio, called 0dBfs. It simply cannot be exceed, otherwise the sound simply clips/distorts.
  • We have a so-called compressor, trying to attenuate sounds that would otherwise clip, as well as a limiter, also trying to avoid distortion as much as possible in Reforger.
  • Increasing the dynamic range slider in vanilla makes shots SLIGHTLY louder while quite drastically DECREASING the volume of all other sounds, thus increasing the dynamic range (difference between loud and quiet parts of the soundscape).
  • What you're doing is simply amplifying this effect, meaning the shots are made extremely loud, so they run into the compressor and limiter and simply get squished, resulting in this distorted, flat sound and actually DECREASING dynamic range, as every shot becomes a waveform sausage because it's getting brickwall limited :P
lofty sinew
# cursive dome Gotta add 2 cents to this, pardon \:D The mod doesn't add dynamic range, it dras...

So I guess I could manage to shift the dynamic range instead maybe ? focusing even more on reducing the volume of quiet sounds rather than pushing loud ones ? That way, I could enhance the perceived contrast without actually crushing the waveform of gunshots right
My original goal was to make the difference between quiet and loud more extreme for immersion, but I get now that overdriving the loud sounds just ends up flattening them.
But to my ears, except the flattened gunshots, the effect was the desired one i think ? edit :Oh okay, nvm so yeah, I actually managed to get higher perceived contrast, right, but ended up decreasing the actual "dynamic range" of the sounds by definition, due to the limiter. In the end, it was just a misconception on my part.
Thanks a lot for the insight, I really appreciate it!

cursive dome
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More than welcome! :D
And haha yes, exactly! It's something a lot of people don't get (which is fine, since they are not sound designers), but turning up the volume will just distort.
For actual, "clean" dynamic range, the way to go is it to create the contrast by making other sounds quieter and turning up the volume on the speakers/headphones.
(Though I'm aware that a lot of onboard soundcards etc. won't be able to go super loud)
Great deduction from your side! ๐Ÿ™๐Ÿฝ

lofty sinew
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Thanks a lot !

cursive dome
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@lofty sinew
Pardon the plug, but the part around the 7 minute mark might be interesting to you to get some more perspective on the topic as well:
https://youtu.be/ubKnx8wnDBA?si=da-ngwjxVEbF5txd&t=418
Aight, past 1AM here, gotta catch some Zzzs, night! ๐Ÿ˜

What does it sound like to get shot at? What is a supersonic boom, or bullet crack? Why does artillery scream? Why do bullets whizz or whoosh? And how does the length of a gun's barrel influence its sound?

All of these and many more questions will be answered in my "Ultimate guide to gun and projectile sounds", aiming at providing the most comp...

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lofty sinew
random matrix
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wait

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so i was right