Feature #14101

GAU-8 reworked by MarkXIII and me (needs to be put into ACE)

Added by Megagoth1702 over 4 years ago. Updated over 4 years ago.

Status:Closed Start date:09/30/2010
Priority:Normal Due date:
Assignee:tpM % Done:

100%

Category:Sound
Target version:1.6 Estimated time:0.01 hour
Component:sys_a10 Affected Version:
Close Reason:

Description

Hey guys!

MarkXIII and me have worked for 5 days and have overworked the GAU8 to make it sound better and we both think that it does now.
It was sounding good if heard from a distance, but it was lacking raw power and inside the cockpit it simply sounded like crap. Nothing like the real deal.
Better now!
Having to use 1 sample for all situations is hard, but we did it.

See for yourselves:

http://www.youtube.com/watch?v=5dHDx7WzuGw

I also re-made ACE_SYS_a10 so all you need to do is implement the 7zip file I attached into ACE and you are done. :)

config.hpp is attached so you can see - everything is ok.

There were problems - rate of fire depends on FPS so instead of using 3900 (today's standart) I used something above 4000, it is not noticeble ingame and if FPS drop it still fits to the sound's lenght.

Still, the correct amount of rounds is being fired.
In the 1 sec mode it lacks 1 round, but that's because there was no other way, I think 1 round missing is good enough, while keeping ROF and bullet amount as close to real life as possible.

EVERY VALUE IN THE CONFIG has been massively, I say again, massively tested by me to ensure everything works 100%.

So just take over the ace_sys file from the 7zip and you are done.

Of course only if you like what you hear. :)

newGau8_ace_sys_a10.7z (425.5 kB) Megagoth1702, 09/30/2010 22:01

config.cpp (5 kB) Megagoth1702, 09/30/2010 22:01

UPDATED_ace_sys_a10.7z - download and spread yo (425.5 kB) Megagoth1702, 10/01/2010 18:35

updated_ROF_config.cpp (5 kB) Megagoth1702, 10/03/2010 12:48

config.cpp (5.2 kB) Megagoth1702, 10/25/2010 15:39

Updated_cannon_sounds.7z (551.5 kB) Megagoth1702, 12/28/2010 17:00

Updated_cannon_sounds2.7z (528 kB) Megagoth1702, 12/30/2010 01:20

updated_cannon_sounds3.7z (225.2 kB) Megagoth1702, 01/05/2011 22:23

Associated revisions

Revision 13a8adf6
Added by Sickboy over 4 years ago

~ FIXED: GAU ROF vs Sound. refs #14101

History

Updated by Megagoth1702 over 4 years ago

DELETE ME - fail by me.

Updated by rye over 4 years ago

Sounds awesome, nice work guys.

Updated by MarkXIII over 4 years ago

Like Mega says we have been working on this for 5 days straight to improve all aspects of the GAU8 I made awhile ago. I say 'we' but in truth Mega has took this and ran with it all I did was show him how the config worked, all edits to the sounds and confg are credited to him. He has optimised the sounds to the point where EVERY sound plays out ingame (sound dropping occurs with standard HiFi GAU). Also he's reworked the volumes to a more realistic level over distance as well as the adding an amount of randomness to the sounds.

If you like the current GAU8 which is packaged with ACE2 then you will LOVE the improved version offered here. Please watch the video Mega posted and then vote.

Kudos to this guy, he's done a fantastic job. I hope the ACE2 team and its community appreciate the effort.

Updated by Sickboy over 4 years ago

  • Status changed from New to Assigned
  • Assignee set to tcp
  • Target version set to 1.6

Thanks a lot, appreciated !! Assigning to tpM for inspection and implementation!

Updated by VKing over 4 years ago

  • Assignee changed from tcp to tpM

Updated by rocko over 4 years ago

  • Status changed from Assigned to Closed
  • Assignee changed from tpM to rocko
  • % Done changed from 0 to 100

Added.

Small issue though: In 2sec burst mode I see rounds leaving the barrel even though the sound has already stopped. Any ideas?

Updated by VKing over 4 years ago

Length of burst sound too short or fps too low (takes longer to fire the bullets)

Updated by Megagoth1702 over 4 years ago

Burst SOUNDS are 100% correct. 1&2 secs.

The bullet-outcome is FPS limited.

I could use the normal ROF but then users with lower than 25 FPS would get a really stupid effect - bullets keep flying for 0.5 to 1 sec after the sound has ended.

So I made the bullets fly out FASTER than the actual ROF to compromise for that.

If you have 60 FPS you will get a completely different effect than someone with 30 of even 20 FPS. All I can do is raise the ROF so the fast-FPS dudes dont notice it so well and the LOW fps dudes dont get a shooting gun with no sound.

But actually - ye, since you dont notice it anyway, I raised the ROF so the bullets should be better now. For everybody.
And if it is not - get a better computer, lol. :-/ Sorry to say that but thats how it is.
Or the fuckin script sceduler of arma2 has to be independant of FPS! But thats out of my control. All I can do is play with values.

Here is the updated and better ace_sys_a10

Updated by Megagoth1702 over 4 years ago

I see the updated GAU8 in the current release, thank you!

Since ROF is badly FPS related I made a few ROF changes to make the best result possible on a wider FPS range.

Please take my second uploaded UPDATED ace_sys_a10 file and use that for the next release, ok? It is needed because right now people with low FPS are getting tracers but no sound, ROF goes down due to FPS.

Thanks in advance!

Updated by Sickboy over 4 years ago

  • Status changed from Closed to Resolved
  • Assignee changed from rocko to tpM
  • % Done changed from 100 to 90

Thanks, but we generally don't change ROF to suit sounds. Perhaps the other way around. But that said, perhaps your ROF is better - Assigning to tpM for inspection, perhaps KingHomer can look as well.
Also it would perhaps be better to just send the config values you changed, instead of the whole addon, it at least is easier discussing :)

Updated by Megagoth1702 over 4 years ago

Roger - the new config is attached.

You see - the thing is... My sounds are 1 and 2 seconds, so they fit the real deal "perfectly". The problem with arma2 is that their "time" is depending on FPS.
I mean if 1 second always was 1 second I would not be worried, but since it is so dependant on FPS we have to do this. If the sound would be stretched - perfect, but apparently it is not.

Anyway, the ROF changes are barely, barely noticable.

I mean...

A ROF change from:

reloadTime = 0.013
to

1sec Burst
reloadTime = 0.01
and

2 sec Burst
reloadTime = 0.009

is not big at all... And it makes the thing work. Good, don't you think?

Updated by Sickboy over 4 years ago

Thank you! I will leave it up to tpM/Q11/KH.

Updated by Sickboy over 4 years ago

  • Status changed from Resolved to In progress

Updated by Sickboy over 4 years ago

  • Status changed from In progress to Closed
  • % Done changed from 90 to 100
  • Component set to sys_a10

Well allrighty then :-)

Updated by Megagoth1702 over 4 years ago

Hah! Gotcha! ;)

Might be a new, better version coming in a couple of weeks. If I find the motivation to do it.
By the way, do YOU actually like it?

Updated by Megagoth1702 over 4 years ago

Hey, someone borked the config... :-/

The soundBegin in the 2sec bursts were supposed to have a zero before the actual numbers.
So right now the game plays the 1sec burst, although it has to play the 2sec burst sounds.

Found & Fixed. Please update.

Updated by Sickboy over 4 years ago

Ty. Applied. Had to look a little what you meant :D
Please only send the specific changes next time. Not the whole config :)

BTW, the reloadTime still okay then with these updated settings? :-)

Updated by Megagoth1702 over 4 years ago

Mh, how is that supposed to look like? :-/ I thought this was the easy way. Thanks for the tip!

Updated by Sickboy over 4 years ago

Just the begin01-10 list, and a line number where to start replacement.
Otherwise better download the source files from our repository, and edit those instead - you're editing release files, which differ a lot from source ;-)

http://dev-heaven.net/projects/ace-mod2/repository/revisions/develop/show/Addons/sys_a10

Updated by Megagoth1702 over 4 years ago

Hey guys, I re-made the initial cannon sounds, gave them a bit more definition and made them darker. They're better now.

Just replace the wss audio files with the ones inside this archive and pack it into pbo again.

Updated_cannon_sounds.7zip

Thanks in advance!

Updated by Megagoth1702 over 4 years ago

Aaaaand again, more definition, deeper, sharper. Sounds great.

Add to ACE please.

Listen:

1 sec burst (LO)
http://www.box.net/shared/qs1ljtpouf

2 sec burst (HI)
http://www.box.net/shared/n9m977t259

Updated by Megagoth1702 over 4 years ago

Ok guys - final change. Darker pitch, more lows.

http://www.youtube.com/watch?v=7V5CSKK3XkM

This was my reference for pitch:
http://www.youtube.com/watch?v=M0w9pdG64wI#t=13s

should be good now. for real.

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