SS2 Silversharp's Weapon Sounds

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SilversharpQuote
Tags: °sound °SS2

Weapon Draw
Wrench
Talon M2A3 .45 Caliber Pistol
Shotgun
M-22 Assault Rifle
Apollo H4 Laser Pistol
TC-11 "Brick" Grenade Launcher
Dual-Circuit EMP Rifle
Fusion Cannon


Replacement sounds for above weapons, including different sounds for different ammo types.
 
Updated to Version 2

changes:
* added weapon draw sounds
* minor tweaks to ammo types sounds
* completely new Laser Pistol sound
* completely new EMP (Discharge) Rifle sound
* included Discharge Rifle (electric) replacing default EMP Rifle (Ball Lightning Rifle renamed to Discharge Rifle + new sound effects)
   (credit  goes to "Yankee Clipper" - original maker of "Ball Lightning Rifle" )


Updated to Version 3 (FINAL)
* Total 46 sounds modified
* Added new Wrench swing sound
* Polished Assault Rifle, Laser Pistol and Pistol sounds
* Added Fusion Cannon sound
* Redesigned Discharge Rifle sound
* New weapon jammed and broke sounds

https://www.youtube.com/watch?v=_i_4MUyZUR4
[Silversharp's Weapon Sounds V3.zip expired]
Acknowledged by: hemebond
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SilversharpQuote
Announcing Version 3 (FINAL)

ps. pls fix download counter (it was 25)
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LarkSSQuote
I actually really like this mod - the first one imo that changes the weapon sounds in a way that resembles what it used to sound like.

I noticed that the stereo panning for the wrench swing was backward (right-to-left despite the actual swing being left-to-right), so I did a quick fix and adjusted their frequencies (swingwr1 and swingwr2) from 48KHz to 44KHz to match the other samples.

https://drive.google.com/open?id=1SqFuN1HMS-NnjLXvdh63G-E5n1AU5vby

The patch is simple enough that it could be merged with the base archive. Also, hello again strange bedfellows - 2013 I believe is when I was last around.
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code371Quote
The sounds are great! Thank you! Very immersive mod.
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RocketManQuote
Some very nice sounds indeed.  However I have 1 criticism.

Most sounds seem to have a very specific environmental effect applied to them.  They sound like the are being fired in large open spaces.  The gun shots for example have a "sustain" effect in the air that makes me think they are being fired in a valley or some place where reflections are present, to allow the sound to persist.  Some areas of SS2 are very confined however so firing these weapons would sound at odds with the environment.  I feel like the game engine itself and its EAX/OpenAl effects should be used instead to add body to these sounds when the environment calls for it.  Firing a gun in a ventilation shaft or in a casino with carpets everywhere should not permit the kind of sound that's baked into these sound files.

Also, most explosions I can recall from the game occur in parts of the spaceship where the environment is mostly made of metal.  The explosion sounds have a "minerally" feel to them, as if they were blown up in a quarry, with silt and pebbles being heard afterward.  I wonder what it would sound like if most of the debris was metallic?

They do sound really nice though.  Props for the quality and suitability to their respective weapons.
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