#Distant weapon sounds

36 messages · Page 1 of 1 (latest)

hollow plinth
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This feature would make for a great improvement to the soundscape of large-scale deathmatches, and even on some smaller scale deathmatches, where the weapon sounds fade out too quickly for you to hear everybody fighting at once. Ideally, they'd be restricted to gamemodes, so as not to have ambient warfare in the distance of a freebuild

Showcase video is a mockup, and is exaggerated for the sake of showcase. Sounds are from The Division 1.

dense lynx
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the current sound range for all weapons is really pathetic

wicked night
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@agile ravine wasnt the range of these sounds severely decreased a long time ago due to people having a dm minigame in the midst of a freebuild

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i wonder if its worth adding back once minigames arent really a thing anymore, and just keeping it super quieter outside of a gamemode

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then again though there may still be gamemodes where you dont want the guns to be so invasive with noise...... not sure

dense lynx
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the distant explosion sound is very desperately missed

hollow plinth
wicked night
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it was lovely ambience in real deathmatch servers

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annoying as fuck for freebuilds though

hollow plinth
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yup

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Hence the last sentence of the suggestion lol

wicked night
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peaks freebuild was hosted when it was like this and i was being driven crazy

hollow plinth
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lol

somber gale
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ples yes bring back distant gunfire from A4

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itd make suppressed weapons have more of a purpose in servers too

hollow plinth
# dense lynx a4

even the old attenuation would be nice but the main point of the post was for guns to have distant sounds like the explosions in this video :0

agile ravine
wicked night
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fucking sound limit.............

dense lynx
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sounds innit

wicked night
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is the reason we havent increased that just becuase its scary

hollow plinth
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p sure theres a way to increase that

agile ravine
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dunno what the performance implications of raising it are so we haven't touched it yet

hollow plinth
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ah yup

wicked night
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id say fuck it and raise it sometime

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stress test it to see if it crumbles

hollow plinth
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worth a shot i suppoze

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also wow 32 feels low for a default

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in the Modern day and age of Not needing a piece of shit soundblaster card you'd think we could have more than 32 channels lmao

wicked night
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cutting edge ue5 game engine over here

knotty crescent
wicked night
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the fabled update with 256 sound limit and 200 max player cap

hollow plinth
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soo true

hollow plinth
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in my mod i've been poking at i used these settings for a good majority of the weapons and it didnt seem to have that much cutoff?

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only problem is that the first time you hear the gunshots you can hear it being cut off as they're being loaded