3/25/2023 0 Comments War thunder sound mod![]() This procedural audio approach is relatively new and experimental to sound design by attempting to remove the "Chinese whispers" process created by microphone recordings. The sound mod replaces the firing soundtracks of aircraft guns and helicopters, and changing hangar music, while retaining all other original game sounds and music (belonging to Gaijin or licensed for use). Considering the narrow decibel bandwidth of digital audio, a couple of liberties were taken in the reverberation time (decay) of individually generated blast impulses in an attempt to psychoacoustically impress upon the viewer the loudness of different calibres and guns. KAGSM uses 3rd-party acoustic mapping software to determine the relative loudness and audibility of gunfire to other various sounds in the aerial and cockpit acoustic environment. It therefore attempts to achieve similar perceptual sound relativity in the virtual acoustic environment. ![]() KAGSM attempts to take into account the nuances of blast pulse frequency bandwidths differentiated by varying gun and bullet design specifications, coupled with an established average rate of fire. The use of procedurally generated audio attempts to resolve these problems by drawing from more accurate and reliable sound spectrograms and sound pressure amplitude studies to build the blast impulse acoustic signature digitally, minimising lossage of sound data from audio recording and playback processes. YouTube and other online audio recordings are therefore invalidated due to the aforementioned limitations of microphone recorded and replayed audio. Therefore the philosophy behind this project was that there was no way to accurately record 150-170dB gunfire and replay it at conventional gaming sound levels without sound data lossage. ![]() Through The_Kiwi's education in soundscape (and psychoacoustic) design, it became apparent that sounds are heard differently through different microphones, spatial environments, frequency and decibel bias of mic-audio processing and speaker playback, and human aural perception. Through ongoing research into the acoustic phenomena that is a "muzzle blast" (the loudest component of a gunshot) The_Kiwi digitally almost exactly replicates the acoustic signatures recorded in academic gunfire acoustic studies carried out by various universities. The sounds are not historically accurate, but are rather an interpretation and attempt to digitally replicate the muzzle blast "impulse" in an anechoic/echoless environment thereby imitating aerial environments with negligible reflecting surfaces. It is partially an academic venture, synthesising the designer's (The_Kiwi) education in architecture (masters thesis on acoustics, psychoacoustics, and soundscape design) with self-taught procedural audio design skills to generate and assemble the sound components of gunfire from the ground-up. The file names must remain exactly as shown above.ĮDIT: I recommend keeping folders of sound mods you want to use, and drag-drop individual BANK files of sound categories you want from those folders into your sound\mod folder.The "Kiwi Aircraft Gunfire Sound Mod" (KAGSM) is an attempt to digitally recreate gunfire that is specially adapted for aerial environments. The only point of confusion may be remembering which sound mod your BANK file came from since we cannot append our mod's initials to the file name. The sound categories are as according to the BANK files: ![]() This means if you like the way one sound modder handles one category of sound, but like the way another modder does another category, you can mix the sound mods by inserting their respective BANK files into your sound\mod folder in the WarThunder directory. We have confirmed a player can insert BANK files from different sound modders into the game. ![]() A few other sound modders and I have investigated by swapping files. ![]()
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