GaijinEntertainment / fmod_studio_warthunder_for_modders

Fmod studio project for War Thunder sound modders
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Idea to improve the sound #153

Closed IWSM closed 1 year ago

IWSM commented 1 year ago

Hi @Uchuujin01 ,

Hello my friend, I have 2 suggestions for you to improve the soundscape for tanks.

1 : Add inside the turrets, the sound of casings falling. Which also depends on the calibers. I did this on my IWSM mod. It has significantly improved internal sound immersion and is very easy to set up.

2 : It is very easy to add an effect of confinement and reverberation inside the turrets. This of course depends on the type of vehicle with an open turret or not. This makes the sound more realistic indoors and it's also very easy to set up. I also realized it on my IWSM mod.

How can I do to reduce the volume of tracks depending on the surface. For example, I would like the sound of the tracks to be reduced when you are in the mud or on the snow. I have been working on my project for quite some time now. I would love to be able to help you and help improve the game. It's something I love to do.

BUG : I have noticed with several people that the fire extinguisher in the tanks sometimes goes off for no reason without the vehicle being on fire.

Best regard

Uchuujin01 commented 1 year ago

Hello! Do you mean the sounds of empty shells falling inside the turrets? Actually, we have those already, depending on calibers.

Also, ve have reverb inside the turret already, take a look at "tank" snapshot, it sends turret internal sounds to the corresponding reverb bus. But, this reverb adds insignificant amount of reverb tail. We had more reverb effect some time ago, it is not very good for internal mix, in my opiniotn.

About tracks sounds, yes, you can reduce it's volume, just add a snapshot instrument in _surface event. Then, you can reduce with a snapshot the volume of any sub-bus in the project. You might read about snapshot instruments in Fmod documentation, it is a very powerful instrument.

Thank you for your suggestions! Glad you want to help, please, feel free to write here your thoughts.

IWSM commented 1 year ago

hi, ok, i guess i need to study this a bit. If I understand correctly, it is possible to say that when the tanks go over the mud, the volume of the tracks drops a little, but does not stop?.

for casings that fall, if you take guns like the 2S6 there must be at least 3 or 4 seconds after the shot where you must hear the casings continuing to fall. Must not stop in one fell swoop. during firing, many casings fall out and knock on the frame. I don't know if I'm explaining correctly

IWSM commented 1 year ago

hi @Uchuujin01 i'm trying to do something but i'm not sure if it works like this Capture d’écran 2022-11-18 084747 Capture d’écran 2022-11-18 084841

Uchuujin01 commented 1 year ago

Hello! Yes, it seems you've done it right on the picture.

I understand what you are talking abount (2S6), but, in terms of gameplay those casing fall sounds is not ok if they would be falling for too long, for some people they might be annoying. And, dont forget about we have physic detections of case falling on hull and on the ground as well - shellfall events.

IWSM commented 1 year ago

Hi @Uchuujin01, hello Ok, however when I use it it seems that it affects all surfaces and not just "MUD", this way I don't have any volume at all of the caterpillar. I don't understand.

I will continue my tests.

For case falling, I did not know that there are physical detection, I understand better.

IWSM commented 1 year ago

unfortunately it works badly when there is a change of surface, the sound stops suddenly and starts again. like a micro cut at each change of surface. 🤔😰