[ / / / / / / / / / / / / / ] [ dir / 97echo / abc / acme / agatha2 / animu / arepa / flags / randamu ]

/v/ - Video Games

Vidya Gaems
Email
Comment *
File
Password (Randomized for file and post deletion; you may also set your own.)
* = required field[▶ Show post options & limits]
Confused? See the FAQ.
Flag
Embed
(replaces files and can be used instead)
Oekaki
Show oekaki applet
(replaces files and can be used instead)
Options

Allowed file types:jpg, jpeg, gif, png, webm, mp4, swf, pdf
Max filesize is 16 MB.
Max image dimensions are 15000 x 15000.
You may upload 5 per post.


<BOARD RULES>
[ /agdg/ | Vidya Porn | Hentai Games | Retro Vidya | Contact ]

File: 9d7a2576e2f2029⋯.jpg (68.4 KB, 460x215, 92:43, header.jpg)

8e3f08  No.15505802

I've been playing Turok 2's pc port lately and the sounds of weapons, enemies, and music has more of an impact than most modern games I've played in years. When did louder audio with shit that sounds like it belongs in a dubstep audio library become more popular than a heavy sound with depth? Why? What do you prefer?

9d02d6  No.15505841

You mean that treble pseudo-bass filter they put over everything now that sounds like shit and gives everyone a tinny robot voice?


8e3f08  No.15505866

>>15505841

Don't forget that now all sci-fi guns have to sound like they belong in a Michael Bay film. Nu-Doom is guilty as fuck of this. Dead Space 3 did the LOUD NOISES approach, as do all Dark Souls games, including Bloodborne. It seems like this all started around 2008-2010. Did audio engineers just get bored and fuck everything up for a gag?


d20c27  No.15505867

add reverb on the sound and it should sound as good as sound was in the 80s, :^)


8e3f08  No.15505870

>>15505867

===================================== no u


700ca7  No.15505881

I agree! Older games have more fidelity for some reason!!


d20c27  No.15505886

>>15505870

The compression of the audio might have added noise to the audio to sound way better, much like crts that add noise and imperfections to the visuals to look 'better'. I have no idea why AAA developers bother with uncompressed audio, like performance isn't an issue with the new RTX cards, so you might as well compress the audio to replicate the quality of the audio in older games.


cc0385  No.15505897

YouTube embed. Click thumbnail to play.

>>15505881

Probably because people used to actually care about what they were making.


4e8b8b  No.15517277

>>15505897

>Devs being passionate

>Devs actually caring about their work

>Devs actually trying

>Devs having fun

Thanks for reminding me of days long gone, anon.


ae047d  No.15517316

>>15505802

Standards get lower and the reliance on simplified methods became the de facto method. The PSX/N64 era is when audio was now "CD Quality" and with it seasoned composers used to previous constraints were now given more to use. What's most interesting to me is that the replication of sounds is often more interesting than the real thing.

Think of it like this. When you hear the authentic noise of a specific gun you like, how often does it sound better in a video game? The reality is that the real noise a gun makes is rarely as appealing as a designed sound used in video games. This also applies to sound effects we take for granted. Shooting an enemy's head off and hearing the impact or tearing noise you caused makes that way more interesting than seeing it happen. If classic fighting games opted for realistic hitting noises, it would be way less thrilling. Rarely does the real sound actually sound better. I wouldn't blame a game striving for realism to bend the rules and utilize designed sounds for certain things.


57543f  No.15517346

YouTube embed. Click thumbnail to play.

While were talking about Turok and audio can someone please tell me what instrument it is that makes the "Wooom Woom" noise? a lot of late 90's shooters used this sort of music and i miss it.


f36348  No.15517356

>>15505866

I like how Team Fortress 2 slowly had its quality sound effects replaced over the years with exactly what you're talking about.


2c6925  No.15517369

File: 13274b9b0a0779d⋯.jpg (23.65 KB, 540x405, 4:3, gfs_5872_2_3_mid.jpg)

>>15517333

Halo did a lot of things wrong, but weapon design wasn't one of them.


eb4b4d  No.15517374

>>15517346

The didgeridoo?


c1afdb  No.15517375

>>15517316

It is sad that necessity is the mother of invention, because now that the pursuit is no longer necessary, experimentation has ultimately died out it seems.

>>15517356

This was actually going to be another example I was going to list. Can't think of specifics though.

>>15517333

>>15517369

Halo 1's music, environmental, and interactivity sounds have always been great. Guns didn't sound decent until Halo Reach. Plasma Repeater is a good example for how a dev should make a gun or attack method sound: punchy and heavy, but not filled with bass.


a8fa51  No.15517379

Battlefield 3 and 4 have excellent gunsound.


b24fdb  No.15517463

>>15517346

Sounds like one of the myriad of synth pads sequencers and sample discs were loaded with.


a19da9  No.15517557

hl2 had good sounding weapons. Pistol was quaint and lovable.


2e00e8  No.15517622

really can't go how neglectful developers are when it comes to sound design and soundtracks, can make or break a game for me


d4fb09  No.15517911

File: ddc74e8e2f90443⋯.webm (6.81 MB, 640x360, 16:9, DON'T CLICK.webm)


4e8b8b  No.15517924

>>15517911 (checked)

That made me sadder than I thought it would. Fuck, we had some great games back then.


a19da9  No.15519738

>>15517911

>Revenant

Fuck.


b72817  No.15519807

Foley was replaced with recordings of actual gun sounds, but there are huge technical hurdles involved with using actual gun sounds. The first issue is that guns are so fucking loud that there needs to be a shitload of headroom in the recording in order for it not to clip. This results in a sound that spikes hard for a fraction of a second and then has a very quiet trail-off sound after, as opposed to something that is fairly evenly loud for the duration of the sound effect. They try to correct for this by compressing and amplifying the recording so that the quiet parts match the loud part, but this creates a very bizarre and unnatural sound.

Another issue is the recording environment. An indoor shooting range will make the sound reverb quickly off the walls, giving a closed-in feeling. This is a fine match if that is the environment of your game, but terrible for outdoor. Recording in an outdoor rage has the reverse issue, where it will mis-match a game's indoor environment sound. It manages to be clear of that close reverb effect, but will often suffer it's own problems with echos in the distance bouncing back.

The last issue is with the sound of guns at various distances. An up-close gun recording shouldn't be played to hear a gunshot hundreds of meters away, and vice versa. You need a variety of recordings for various distances to get more accurate simulation in the game, barring any fancy audio rendering tech that was killed off by Creative Labs kikes 20 years ago or soon to be locked away in the proprietary realm of Nvidia ray tracing.


d4fb09  No.15523220

>>15517924

>>15519738

Yeah that last part really hits home.


a6a59a  No.15529498

YouTube embed. Click thumbnail to play.

>>15519807

>The reality is that the real noise a gun makes is rarely as appealing

>when makers actually went for recording real gun sound on the scene


649d96  No.15529522

>>15529498

>"High Quality"

>480p

Man things were so much simpler in 2009




[Return][Go to top][Catalog][Nerve Center][Cancer][Post a Reply]
Delete Post [ ]
[]
[ / / / / / / / / / / / / / ] [ dir / 97echo / abc / acme / agatha2 / animu / arepa / flags / randamu ]