Originally posted by Wail
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Weapon Sound Design: Shock Rifle
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Carnage, I beefed up your Shock sounds. Hope you don't mind. I've played the game for many hours, and the Shock Rifle always felt too light, as others have said.
https://soundcloud.com/nicholas-dama...e-sound-design
I think #5 is pretty close to what we're looking for. Let me know what you guys think.Last edited by Nick_D'Amato; 04-02-2015, 01:53 AM.Sound designer, composer, flash game dev, and Unreal mapper. My Soundcloud. My games.
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Why do these sounds cut off like that? These long, quieter trails give the sounds a lot of impact and power, why get rid of them. I'm not even asking you necessarily - I'm also asking MaxCarnage.Last edited by iLikeTheUDK; 04-03-2015, 09:45 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...
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Originally posted by iLikeTheUDK View PostWhy do these sounds cut off like that? These long, quieter trails give the sounds a lot of impact and power, why get rid of them. I'm not even asking you necessarily - I'm also asking MaxCarnage.
By the way, 1-4 of those Shock sounds have a trigger pull a fraction of a second before the shot. That usually improves gunshot sounds, maybe it doesn't work for energy weapons. It would probably work for something more mechanical like the Link. Anyway, I took the trigger out for the 5th one, the first in the playlist. Just trying something new.Sound designer, composer, flash game dev, and Unreal mapper. My Soundcloud. My games.
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Originally posted by Nick_D'Amato View PostCarnage, I beefed up your Shock sounds. Hope you don't mind. I've played the game for many hours, and the Shock Rifle always felt too light, as others have said.
https://soundcloud.com/nicholas-dama...e-sound-design
I think #5 is pretty close to what we're looking for. Let me know what you guys think.Have a listen to...
Music:Brumal Battle | District Theta | Icarus | Axon & Izanagi | Survive | Dark Contemplation
Sound Design:Rocket Launcher | Flak Cannon | Sniper Rifle | Shock Rifle | Link Gun | Enforcer | Armor | Health
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Having said that, do you guys think we should maybe focus on the higher frequencies rather than just the punch in the lower frequencies? I can't help but remember how much longer the tail in the older UT99 shock was. What do you guys think?Have a listen to...
Music:Brumal Battle | District Theta | Icarus | Axon & Izanagi | Survive | Dark Contemplation
Sound Design:Rocket Launcher | Flak Cannon | Sniper Rifle | Shock Rifle | Link Gun | Enforcer | Armor | Health
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Thanks, glad you like them.
I layered your two of your shots and pitched one of them down. I added gunshots to the mix and used an EQ to increase the punchiness. There's not much difference between the different versions, I mostly just adjusted the volumes of the samples and tweaked the pitches slightly. Version 5 has a different gun sound in it, it was from that 10GB sound pack. Like I said before, sounds 1-4 have a trigger pull sound. I'd have to try it out in the game to see if it works. For firearms it feels really good, but I don't think the Shock Rifle should sound too mechanical.
With a little dynamic reverb, I think the sound length is good as it is. I prefer short weapon shot sounds as opposed to long, drawn-out ones. I find short, punchy gunshots are the most satisfying, especially for smaller, semi-auto weapons. Otherwise they feel too clunky. Not that the Shock is small, but it's not as big as the Rocket or Sniper. But that's just my preference.Sound designer, composer, flash game dev, and Unreal mapper. My Soundcloud. My games.
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Originally posted by Nick_D'Amato View PostThanks, glad you like them.
I layered your two of your shots and pitched one of them down. I added gunshots to the mix and used an EQ to increase the punchiness. There's not much difference between the different versions, I mostly just adjusted the volumes of the samples and tweaked the pitches slightly. Version 5 has a different gun sound in it, it was from that 10GB sound pack. Like I said before, sounds 1-4 have a trigger pull sound. I'd have to try it out in the game to see if it works. For firearms it feels really good, but I don't think the Shock Rifle should sound too mechanical.
With a little dynamic reverb, I think the sound length is good as it is. I prefer short weapon shot sounds as opposed to long, drawn-out ones. I find short, punchy gunshots are the most satisfying, especially for smaller, semi-auto weapons. Otherwise they feel too clunky. Not that the Shock is small, but it's not as big as the Rocket or Sniper. But that's just my preference.
Oh dang. I may have read this too late. I revised version and it has a longer tail and the punch is focused more on the higher frequencies rather than all in the bass like in the previous version. It reminds me more of the UT99 Shock Rifle. Judging by your last comment, it may not be to your liking. Also in the Unreal Editor, there are two explosion layers being played along with the Shock firing sound. One of them does linger a bit longer (at least I hear it in the sub.) I am wondering now too if the sub hit from the previous version was muddied up by two files with sub frequencies playing at the same time. This time around I am letting the explosion layer have most of the sub info and lessened the sub frequency on the primary fire file. I understand that not everyone is going to be playing with a sub woofer. The impact should translate without or without having bass.Have a listen to...
Music:Brumal Battle | District Theta | Icarus | Axon & Izanagi | Survive | Dark Contemplation
Sound Design:Rocket Launcher | Flak Cannon | Sniper Rifle | Shock Rifle | Link Gun | Enforcer | Armor | Health
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No worries, it's just an opinion.
I still feel like there's not enough to it. It sounds like air, like room tone with reverb. I think it definitely needs a punch in the lower frequencies.
I'd like something like this: https://youtu.be/HDrRpYAD1r4?t=17m54s
It just feels so satisfying.Last edited by Nick_D'Amato; 04-12-2015, 05:25 AM.Sound designer, composer, flash game dev, and Unreal mapper. My Soundcloud. My games.
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Originally posted by iLikeTheUDK View PostNot enough high frequencies IMO. Maybe it's because YT compressed it, though.Have a listen to...
Music:Brumal Battle | District Theta | Icarus | Axon & Izanagi | Survive | Dark Contemplation
Sound Design:Rocket Launcher | Flak Cannon | Sniper Rifle | Shock Rifle | Link Gun | Enforcer | Armor | Health
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Originally posted by artuur View Postimho, shock needs complete new sounds, this one is same as ut3 shockHave a listen to...
Music:Brumal Battle | District Theta | Icarus | Axon & Izanagi | Survive | Dark Contemplation
Sound Design:Rocket Launcher | Flak Cannon | Sniper Rifle | Shock Rifle | Link Gun | Enforcer | Armor | Health
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Carnage, have you seen the new Battlefront 3 trailer yet? Check out the blaster sound design. They used the original Star Wars sounds but made them more punchy. The walker cannons are especially awesome (0:44) (1:09).
https://www.youtube.com/watch?v=uFtAdOTFSw0Sound designer, composer, flash game dev, and Unreal mapper. My Soundcloud. My games.
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