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Gun sound mods


Sneakerhead.
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I don't like how the sound just cuts off at the end of each shot.

Also I really don't see any point in changing the sounds to be honest.

SA's sounds were just right.

 

Just my opinion.

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Ok, I will edit the Shotgun and SMG sound. confused.gif

I am also going to upload a video of car sounds mods that I made. dontgetit.gif

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This is the first time that I made gun sounds mods, the AK/M4 + Shotgun + Sniper are from VC, I know that the sounds are not that good, but I will hopefully do better in the future. sad.gifconfused.gif

 

 

Edited by GTAction99
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I'm one the one who put together the weapon sound pack MrMateczko posted; I'll offer some critique/advice.

 

Like The_Sorrow said, you can't just cut off the sound, it needs to start fading out around halfway through the sound. Sounds like those work well only if you're going for 80's movie gun sound effects (basically what Vice City uses), but the ones you demonstrated are very muffled/watered-down and have strange clicking sounds on everything but the M4/AK. If you're trying to make a VC weapon sound pack, they need to be converted better.

 

However, if you want to have realistic sounds, they need to have more of a gritty "bang" sound. Realistic sounds should also all sound fairly similar with a few slight variations, and guns of the same/similar caliber (for example, the 9mm Micro SMG/9mm Pistol) should be as close as possible to the same sound.

 

If you use a program like audacity to edit sounds, first start with one basic sound as a base. This could be from another game that has decent "bang-y" sound effects like CS:GO/BF Play4Free/MOH 2010, or from another high quality sound effect, which you can either download or make on your own.

 

After that, add and mix real gunshot sounds either from videos of different guns, or your own gun(s) if you have access to one and a recording device. This is to give it more depth and a gritty, more realistic sound instead of a computer generated one.

 

You can add a few different real sounds on different audio tracks and mix them at different volume levels. The equalizer/pitch shift might be useful to use for added sounds that are too high or low pitched. Only using real recorded sounds won't sound very good most of the time, so your original base sound will still need to be audible as a backbone.

 

Also make sure that both your original sound effect and real recorded gunshot sounds do not have any strange background noises. Your shotgun sound that you demonstrated has a click that can be heard at the beginning of the shot, and the sniper rifle has a distorted click too. This is what you want to avoid. Also, the SMG sound you used had a click at the very end, just over a second after each shot.

 

Each gunshot sound doesn't need to be very lengthy either, 0.35-0.5 seconds is all that's really needed to get a good initial sound, especially if you're trying to avoid sound bugs (SA can't handle very many longer or higher quality sounds). You'll also need to cut the duration of other sounds in bank_137 to compensate if you have longer weapon sounds (check the duration of the originals, most are 0.15-0.2 seconds). If you stick to around 0.4s for all of your weapon sounds, you'll need to cut a total of around 3 seconds off of any combination of other sounds in bank 137 to avoid the rain bug.

 

You can utilize the "far shot" sounds to make them more audible from longer distances and to add to the duration for the shock wave/tail sound of the shot when outside. These are sound_003 (for SMGs), sound_006 (for AK/M4), sound_009 (for pistol/desert eagle), and sound_024 (shotguns and rifle/sniper rifle). They can be around 1 second in duration each, and should be much louder than the originals. Amplifying the original far shot sounds works too.

 

 

Good luck with your modding.

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Thank you for that reply Triangulum, I have great respect for you and your mods, I will use your advice when I make more sound mods. icon14.gif

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