Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Weapon fire sounds work but theres very loud added reverb #51

Open
DeltaDesigns opened this issue Jul 23, 2022 · 2 comments
Open

Weapon fire sounds work but theres very loud added reverb #51

DeltaDesigns opened this issue Jul 23, 2022 · 2 comments
Labels
question Further information is requested

Comments

@DeltaDesigns
Copy link
Collaborator

DeltaDesigns commented Jul 23, 2022

A lot of weapons seem to have loud reverb added on top of their firing sounds, some have the normal sounds though.
An example being Anonymous Autumn sidearm (51B913C0) and its firing sound A548A680
Then an example of a normal one being Arc Logic auto rifle (F5B7EEC3), sound 6048A680. (that one also has its reverb sound but its seperate)

@MontagueM MontagueM added the question Further information is requested label Jul 24, 2022
@MontagueM
Copy link
Owner

I don't currently parse the banks, I instead take all the wems listed in the sound file and mix them together - this will mean the reverb becomes much louder than it is in game, but means you also get to hear the firing sound behind it; if I take just the first wem, usually this is some random reverb effect so you can't tell what the firing sound is.

Best approach from here would be to properly parse the bank file - @nblockbuster can do this with their audio player, maybe something similar could be implemented? Could be something to learn about

@nblockbuster
Copy link
Collaborator

nblockbuster commented Aug 12, 2022

. . . maybe something similar could be implemented?

I haven't worked with SFX related stuff yet, but I could try to mess around with it sometime.
If you do want something like that implemented, I assume it could would use the same bnk parser that I do (I also dont know of any other ones).
One thing that I'm not sure how to do would be NAudio stuff with playing more than 1 audio file at a time with different start times, but can probably find some way.

Edit: Forgot to say, but if we do use xyx0826's parser, it would need to be built on a bit to support most things other than music, for example just plain RandomSequenceContainers, but if it just needs to be kind of basic, my fork of his parser supports 2019 Sound objects without crashing

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
question Further information is requested
Projects
None yet
Development

No branches or pull requests

3 participants