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    [PROTOTYPE] Link Gun Sounds

    Fire 1, divided into initial shot, several shot sounds in a loop (rapid fire), and the end of the last shot in the fired round.
    V2:
    http://www.mediafire.com/listen/fhop..._FinalMix2.wav
    http://mfi.re/listen/hr7kcw8y71zu71q..._FinalMix2.wav
    http://www.mediafire.com/listen/okyq..._FinalMix2.wav

    http://www.mediafire.com/listen/wg6c..._FinalMix2.wav

    V1:
    http://www.mediafire.com/listen/ea0g..._FinalMix1.wav
    http://www.mediafire.com/listen/y654..._FinalMix1.wav
    http://www.mediafire.com/listen/c18d..._FinalMix1.wav

    Full version, with all elements placed one after the other: https://www.mediafire.com/?k9sc56a0zavxros
    Last edited by iLikeTheUDK; 01-19-2015, 03:33 PM. Reason: Added version 2
    The new UT is coming along nicely...
    Maybe a new Unreal would be a good idea for Epic's next project? It's certainly somewhat overdue...

    #2
    I understand why you broke them up into pieces, but can we get a file with all of the elements combined? It's a bit harder to imagine how it will play out when I must click through each one and remember how they all play together. I feel it will be easier to get your overall sound idea out that way.

    From what I heard, it's a good start. I would like to hear more girth and bass in it. But, before even that, I would love to hear more synths or personality to it. The base sound gives me an impression that it is a power weapon, but so far a generic one. I believe I got a similar note regarding a version of the Shock Rifle I did, so I understand that this note maybe a bit tougher to work off of. I can't give you too many specifics as of yet. Was there a design of the Link Gun you were imagining that this would fit with?

    Hope this helps. I am really happy that you are doing SFX. So far the audio forum is dominated by music submissions, it's nice to see a change of scenery.

    Comment


      #3
      Alright. Full sound coming in a minute.
      The new UT is coming along nicely...
      Maybe a new Unreal would be a good idea for Epic's next project? It's certainly somewhat overdue...

      Comment


        #4
        And in the next few days I'll upload a new version.
        Originally I was planning to make it sound a bit like a really, really powerful welding torch turning on for a split-second, then turning off again, and then on again, and so on. But the eventual sound obviously deviated from that...
        Anyway, I mixed this from several elements compromising of the same synth sound filtered differently in each; soon I'll probably try to rebalance the volumes in them, or treat them through some effects, or maybe even create all new ones.
        Anyway, I'm likely to upload the next version within the next few days.
        Last edited by iLikeTheUDK; 01-19-2015, 01:37 AM.
        The new UT is coming along nicely...
        Maybe a new Unreal would be a good idea for Epic's next project? It's certainly somewhat overdue...

        Comment


          #5
          It's a nice starting point, but I agree it could do with a little heavier bass to it

          Comment


            #6
            Version 2 is up.
            Fire 2 is also in planning. Coming soon, too.
            The new UT is coming along nicely...
            Maybe a new Unreal would be a good idea for Epic's next project? It's certainly somewhat overdue...

            Comment


              #7
              Very slightly tweaked it if you don't mind but it's hard to say what is right here due we're dealing with scifi weapons. :P

              - Very slight increase in bass, very slight dampening in the highs (how many times we end of shooting these projectiles it can quickly become annoying so fits to be on the smoother side), and various narrow peaks in the mids to try get some interesting frequencies out.
              - Very tiny bits of compression to get that bass slightly bit "pumped"

              http://www42.zippyshare.com/v/CLzpK8KY/file.html (don't listen in the poor streamed quality pls :P)

              EDIT: http://www35.zippyshare.com/v/7INJYlz3/file.html This was probably ever so tiny bit better though the difference is almost negliable (just slightly bit less damped highs).

              I'm a hobbyist mastering engineer that has mastered probably something over 300 EDM tracks (hardstyle genre mostly) but got absolutely no experience with game sound effects nor how plasma guns are supposed to sound like so just shooting in the wild. :P
              Last edited by RPGWiZ4RD; 01-19-2015, 05:52 PM.

              Comment


                #8
                Quite good! I do need to try and convince myself that compression is actually good, sometimes...
                The new UT is coming along nicely...
                Maybe a new Unreal would be a good idea for Epic's next project? It's certainly somewhat overdue...

                Comment


                  #9
                  Originally posted by RPGWiZ4RD View Post
                  Very slightly tweaked it if you don't mind but it's hard to say what is right here due we're dealing with scifi weapons. :P

                  - Very slight increase in bass, very slight dampening in the highs (how many times we end of shooting these projectiles it can quickly become annoying so fits to be on the smoother side), and various narrow peaks in the mids to try get some interesting frequencies out.
                  - Very tiny bits of compression to get that bass slightly bit "pumped"

                  http://www42.zippyshare.com/v/CLzpK8KY/file.html (don't listen in the poor streamed quality pls :P)

                  EDIT: http://www35.zippyshare.com/v/7INJYlz3/file.html This was probably ever so tiny bit better though the difference is almost negliable (just slightly bit less damped highs).

                  I'm a hobbyist mastering engineer that has mastered probably something over 300 EDM tracks (hardstyle genre mostly) but got absolutely no experience with game sound effects nor how plasma guns are supposed to sound like so just shooting in the wild. :P
                  As mastering engineer you should know freq below atleast 170 need to be in mono, right now the bass freq are all in stereo.

                  Comment


                    #10
                    Originally posted by iLikeTheUDK View Post
                    Nice progress. Still feel it's missing that impact. The texture for the laser or power weapon is there, but I think it needs more of the projectile impact sound. A burst of energy. A blast so to speak. An impact from the bass frequency and the mid range. I feel like your high frequencies are there. Does this make sense? Also, perhaps experiment with a sizzling sound on the last shot. I know the UT3 version doesn't have a sizzle sound, but it may add some character to it.

                    Comment


                      #11
                      I just listened to the UT3 link gun. Don't worry I am not suggesting we should aim to recreate it, but examine what makes it sound so powerful or impactful. I do hear a boom in the lower end that doesn't linger too long. A tight explosion that lingers a little past the sound that are in the higher frequency. Although as I rapid fire the weapon, the bass seems to stack on top of it self and creates a bit of a muddy tone, so perhaps not too long of a bass sound. Sure, the speed of the rapid fire of the gun has not been determined yet (that I know), but something to keep in mind. The faster the firing, the tighter the bass hit should be in order for the bass to not bleed over to the second shot. I hope this helps a bit.

                      Comment


                        #12
                        Originally posted by bass3 View Post
                        As mastering engineer you should know freq below atleast 170 need to be in mono, right now the bass freq are all in stereo.
                        Yea, the problem is I usually load up a standard config with certain settings like a Stereo image plugin set with mono crossover frequency specified but in this case I just opened a new project. :P But I highly disagree on the number 170, it varies, especially for hardstyle the punch part can be stereo and often sound better like that but the tail of the kick or subbass part should be mono. But that's irrelevant for this topic, just had to reply to the somewhat passive aggressive comment.

                        Comment


                          #13
                          Originally posted by RPGWiZ4RD View Post
                          Yea, the problem is I usually load up a standard config with certain settings like a Stereo image plugin set with mono crossover frequency specified but in this case I just opened a new project. :P But I highly disagree on the number 170, it varies, especially for hardstyle the punch part can be stereo and often sound better like that but the tail of the kick or subbass part should be mono. But that's irrelevant for this topic, just had to reply to the somewhat passive aggressive comment.
                          The 170 Hz is news to me as well. One thing that I have learned about mixing (I want to say from schooling and reading books, but honestly I learned most by trial and error.) that is varies depending on the material. Better to mix by ear than by eyes as they say. But, it's neither here nor there as long as it sounds great in the end doesn't matter how we get there. Sorry, didn't mean to derail the thread.

                          Comment


                            #14
                            I listened to the full version, and it's too high imo. It also sounds a lot like a sci-fi alien gun from a movie in the 60ies. The link gun is a rifle, and as such it should imo start with a regular shooting sound (loud, much basses) of an assault rifle, and then be modified to be a bit higher pitch. Currently if you put this firing sound on the gun it becomes quickly annoying because it's so high in the frequencies.

                            But that's only my opinion.
                            RASTE IN PEACE !
                            Maps: DM-Hydraulics | DM-Affliction
                            Weapon: Redeemer

                            Comment


                              #15
                              Originally posted by RPGWiZ4RD View Post
                              Yea, the problem is I usually load up a standard config with certain settings like a Stereo image plugin set with mono crossover frequency specified but in this case I just opened a new project. :P But I highly disagree on the number 170, it varies, especially for hardstyle the punch part can be stereo and often sound better like that but the tail of the kick or subbass part should be mono. But that's irrelevant for this topic, just had to reply to the somewhat passive aggressive comment.
                              Yeah thats why i said "atleast 170", it depends. I tried putting freq below somewhere around that number in mono on preview from Ilikeudk and it sounds much better, and i think its possible to mix 1 more layer below to fit those freq and make it more punchier and fatter, right now i really like mids and high how it sounds, also if you want more stereo I also experimented with some multiband stereo field and room reveerb to make it wider.
                              Last edited by bass3; 01-20-2015, 01:00 PM.

                              Comment

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