Back to good old problem of auto-fire weapons like M16 or AK47.
I have tried to do it as ‘Creating a Cycle" tutorial says, and the result is not the thing I want to hear. The problem is, keyoff occurs in purely random time, and so the parameter just continues from the sustain point resulting in random delay between the shots.
How do [b:10pavyat]you[/b:10pavyat] cope with this problem? Any advices? Surely, I can do so that keyoff will happen by code in event callback (putting the "keyoff" marker in the sample), but that’s not the way it should be done, I think.
- gauri asked 9 years ago
Yes, the prbolem is windows cant do below in 20ms!
I create 135ms 4 sample in one event.
2 sound in the layer.
first is the fire burst sound (4 mini sample) this is need to be set "one shoot" and 0-1(ms) spawntime
second is the end of the burst, like trigger off or key off, this one is to finish the machinegun sound. (reverbed ambience)
the problem is you cant sync 134ms samples right in designer, maybe windows (20ms reaction) but my sfx are more then 20ms!!!
i try all the spawn time properties but i never get loop like sound.
the sound that came is really good only sync is not working in designer!
i am the lead Sound Designer in Eidos Hungary, we use simple way to do this.
one looped burst sound with minimum 6-8 fire sound in one wave file
and one fore the end (keyoff) and the machineguns and other weapon sound need instante ingame so they’re are adpcm compression. we have problems with ogg and mp2 or mp3 16/44 mono wav is the best way. But sometimes adpcm is good enough for MG sound animations.
I hope i help some, spawntime need to be preciese in FmodDesigner. Maybe Fmod Team will do this.
- hotelsinus answered 8 years ago
[quote="solomonjames":21z27ld3]i actually just figured it out, by loading their "examples" session. it has a different way of doing than in the User Manual. But make sure you have the latest version[/quote:21z27ld3]
Can you point me on the example that uses this? I’ve looked through all of them, but couldn’t find the one.
look at the examples project that comes with Fmod. Under advanced techniques you will find an event called cycle. This is basically how you would do it. If you still need help I can show you mine, but it’s basically the same thing. Good Luck.
i have the same experience as gauri, I’ll tried it on any conceivable way but it will not working as expected. The example project use not this kind of short samples as you need for auto weapon.
Would you be so kind, vfxs sound designer, and share you experience and provide at least screenshots or better an example.
- KlangmasterA answered 9 years ago
I’ll try to get something put up like a screen shot or something, but I don’t see how to add anything other than a screenshot to the Forum. If you need to see an actual working version we’ll have to figure something else out to get the data files to you.
[quote="vfxs sound designer":1fqh15k0]Are you trying to create a automatic fire weapon from a bunch of single shot samples you have? If so there is an easy way to do this.[/quote:1fqh15k0]
Would you please explain how? I’d like to know both ways to create the sound, from a set of single shots and from a single shot and a sample of autofire.
I create my weapons using an ASR setup like expected, but I crossfade the sustain and release a bit to mask the transition. It’s still not perfect, but it sounds substantially better than just butting the two samples up against each other.
Well you need to first in some audio editor create 3 sounds. First a single shot or starting point for the loop. Next you will need to create a loop for the repeated gun fire for the trigger being held down. This needs to loop seamlessly or another way do to the same thing would be to use a single shot but selected randomly from a sound definition. If you do it this way you need to create all of the single shots with a very short and exactly the same amount of time from the start of the file to the crack of the gunshot. Making all of these even keeps the gun sounding very even and repetitive, but still sounding natural due the random single shots you are selecting from. Also if you do this it is important that all the gunshots are relatively the same volume level. I would use an RMS meter rather than a peak meter for this. Then come up with an ending sound. This will be played after the last loop has been played and only when the trigger is released. Look in the manual on how to create a cycle, and then just insert your gun sound accordingly. My explanation is not very concise probably, but if you need more help reply and I’ll try and send you a Fmod designer project of mine as an example. It might be easier if you look at what I did. Good Luck!!!
Do you then use a loop for sustain/sequence or do you use a sound definition with a "spawned loop" of several different waveforms? My main problem is to get the "spawned loop" to behave well.
Each of my waveforms are 80 ms and if I try to set min/max spawn time to 80 ms it just doesn’t sound right…
[quote="KennethAndersen":1z448g4y]Do you then use a loop for sustain/sequence or do you use a sound definition with a "spawned loop" of several different waveforms? My main problem is to get the "spawned loop" to behave well.
Each of my waveforms are 80 ms and if I try to set min/max spawn time to 80 ms it just doesn’t sound right…[/quote:1z448g4y]
I use an actual loop, not a spawned loop. I tried the latter in pre-production, and it just never sounded the way I wanted. If it sounded realistic, it was eating up too many channels. If it didn’t use as many channels, it sounded really awful. Finally I just capitulated and went with a pure loop ASR setup. The sound ranges from acceptable to perfect, it’s reliable, and it only really ever uses one to two channels at a time. So far I’ve made 225 weapons for our title using this method, and I haven’t heard anything but glowing comments about the audio, so take that for what you will.
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