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OpenArena Contributions => Audio => Topic started by: fromhell on October 13, 2008, 10:53:40 PM



Title: Hitsound
Post by: fromhell on October 13, 2008, 10:53:40 PM
k


Title: Re: Hitsound
Post by: pulchr on October 14, 2008, 12:49:45 AM
similar to quake 3 imo

a sound that is easily distinguishable from all the weapons' sound effects.
clearly heard, penetrating all those weapon sounds so you know when you actually hit your target.
this is VERY important and the reason that the hitsound is in the game at all.


Title: Re: Hitsound
Post by: epicgoo on October 14, 2008, 02:37:32 AM
similar to quake 3 imo

a sound that is easily distinguishable from all the weapons' sound effects.
clearly heard, penetrating all those weapon sounds so you know when you actually hit your target.
this is VERY important and the reason that the hitsound is in the game at all.
this is very important if you fire and pray :P


Title: Re: Hitsound
Post by: fromhell on October 22, 2008, 03:13:13 AM
We have a fricking tie. I don't like ties.


Title: Re: Hitsound
Post by: Cacatoes on October 22, 2008, 05:14:50 AM
no more a tie ;)
Personally I don't care the kind of sound provided it sounds good and distinctive enough ;)


Title: Re: Hitsound
Post by: fufinha on October 22, 2008, 05:32:07 AM
similar to quake 3 imo

a sound that is easily distinguishable from all the weapons' sound effects.
clearly heard, penetrating all those weapon sounds so you know when you actually hit your target.
this is VERY important and the reason that the hitsound is in the game at all.

Agreed. I never had a problem with hitsounds except the rail gun fire sounds more like a pop and too short. I think reload time  is something you become familiar with naturally but for newer players it might be a little more difficult to predict.

I would have voted for a short 'beep' sound if it was there, I'm not sure what the closest thing would be :D

I do remember I did have a hit sound problem but it was probably a mod which may have referenced a different sound or something related. Then again, it could happen the other way around, I could connect to servers which are using another sound (or the previous one if they differ). If the current one wasn't effictive enough maybe it just needs an EQ or volume nudge


Title: Re: Hitsound
Post by: RudyRailer on October 22, 2008, 06:57:26 AM
What about bringing the old hitsound back?
It was fine like was imo, sounds like a "Beep" but there is no beep in the vote-list.
Is the old hitsound in the vote-list under a new name?
If so what is it called like? 


Title: Re: Hitsound
Post by: PsYthe on October 22, 2008, 11:52:34 AM
what the hell, people want a bell sound? Blech, it should be subtle but still hearable. A small pop noise would be cool since it is short and just as noticable. Maybe I'm thinking of a different bell though.


Title: Re: Hitsound
Post by: mathieu on October 24, 2008, 05:04:37 AM
similar to quake 3 imo

I've the same opinion.
The old sound (071) was fine.

it would be easier to vote if we could hear the differents sounds.


Title: Re: Hitsound
Post by: chaoticsoldier on October 26, 2008, 08:27:52 AM
Just something short and distinct would be ok. Very much the same as what pulchr described actually.
Personally, I would prefer something resembling a beep or the old hitsound.


Title: Re: Hitsound
Post by: fufinha on October 26, 2008, 01:31:46 PM
I checked out the 080 sound again and I guess some servers are using replacements as I didnt realise it was that bad.

If anyone wants to compare them I've included a file that can be tested in game. All you have to do..

- put the  pak file (below) in the baseoa folder and goto single user game.

- in the console type : /exec scripts/hit

- You should see a message showing F11 is binded to 070 sound and F12 is binded to 080 hit sound. Once you scroll up the console you can hear the sounds pressing F11 and F12.

Remember and delete / remove the pak when done. I guess the pak file could be re-used if alternatives were submitted and the wav files just need to be put in the folder - the included config file could just be updated with copying/paste the existing binds.

http://q3eu.com/z-oahit-test.pk3




Title: Re: Hitsound
Post by: cheb on October 28, 2008, 02:11:19 AM
Quote
what the hell, people want a bell sound?
I'd vote for "bring the old sound back", but since there is no such option, I vote for bell as the closest analog.


Title: Re: Hitsound
Post by: dash9 on November 02, 2008, 02:00:42 AM
I actually voted for "horn", I thought this poll is a joke. :D

You can see in the attached image how the hit sound evolved (Q3, OA0.7, OA0.8, OA0.8.1).
The OA0.8.1 version is good because it's easy to distinguish and it's bad because it's too long. It's fine when you use weapons that have a high reload period, like the rocket launcher (800ms). But the feedback is not very accurate if you use the lightning gun (50ms) or the machine gun (100ms) (http://openarena.ws/svn/source/code/game/bg_pmove.c (http://openarena.ws/svn/source/code/game/bg_pmove.c) - search for WP_LIGHTNING). You can argue it doesn't make a big difference for machine gun and I agree, but it does make a difference for lg. The previous hitsound covers 3 lg reload periods, the current OA hitsound covers 10 lg reload periods. This is why I'm saying it's too long. For reference, the Q3 hitsound covers 4 reload periods.

I attached a pk3 with a hitsound I made. It's distinguishable, 120ms, nothing fancy. You can try it by changing the extension from zip to pk3 and copying it to ~/.openarena/baseoa/ if you use Linux, then go to Single Player and press Skirmish. Feedback is appreciated!


Title: Re: Hitsound
Post by: Snickersnack on November 02, 2008, 06:02:17 PM
I think you're right dash9, to me it feels like a shorter sound does make it easier to use the lg. It's like I can aim with the sound in addition to the crosshair.

Your new sound reminds of the sound my old Atari made when you moved the cursor. :D


Title: Re: Hitsound
Post by: Tymon on November 29, 2008, 03:23:30 PM
solution to all solutions: make hitsounds easily changeable  by the user.


Title: Re: Hitsound
Post by: fufinha on November 29, 2008, 05:26:15 PM
on some game mods/modes ive noticed there are sometimes 3 hit sounds (high/low/normal). Not being an all weaps player im not sure why this is. 

On cpma there is 3 or 4 and named with -50h -75h  in the file name. I guess this is health and gives an idea of how much you have to hit a player before you kill them?

Maybe the high/low ones are the same.

I've attached a sound i use for instagib. I havent tried it with all weaps. It is actually the oa bell sound with effects (heavy flange)