I am about to get back into sound modding. I hate that there are barely any high quality no clip samples out there and people still use nearly RAW YOUTUBE sounds for their mods. I hate that everything has to be loud in the "modern" sound mods. I hate that they do not utilize dynamic range enough, everything is just LOUD.
In an ideal world I will re-cofigure all relevant sounds in game so that footsteps, vehicles and weapons are balanced in a way that makes sense from a gameplay perspective. There is no way to keep it realistic, because we cannot use the real life dynamic range of over 150dB. If we had that, footsteps would not be heard etc.
Kind of like this:
frop bottom to top:
guns & usual weapons (rifles, pistols, mortars), air vehicles
big explosions/and really huge shit
Not everything will be heard at the same time, footsteps and environment will drawn out when loud stuff is around. I will keep samples so that they ALWAYS have a nice punch to them, especially the guns are lacking in that department in many mods out thre.
PROBLEMS: No 3rd person/1rst person differentiation. If anyone knows a smart way that is easy on performance, tell me. An in-engine way would be perfect.
As of now I only touched:
-MX series ()
Thoughts and constructive feedback please.