Archive for November, 2007
New footage posted about infantry classes in Frontlines: Fuel of war
Tuesday, November 27th, 2007Frontlines: Warfare sound effects explained…
Monday, November 19th, 2007I saw this and thought it was a REALLY interesting feature:
(From the article [ HERE ] )
Delay and distance sounds or Level of Detail (L.O.D.) is what I am most excited about with the sound in our game. It’s something that no other game is doing to this extent. The delay of gun fire and explosions is simple. When you see the flash of an explosion in the distance you will not hear it right away. There is a delay based on distance, the farther away the longer the delay. We originally did the math at 769mph or 1128ft/s (the speed of sound). You would be surprised how long of a delay at such short distances this math provides. So we speed up the delay system so you can hear the audio sooner and get the feedback, it is definitely noticeable and very fun.

The other aspect is the distance sounds and this feature is what I am really excited about. Each weapon and vehicle weapon (some vehicle engines - jets and helicopters) and explosions has unique sounds based on the distance and location from the player. So weapons have three distinct sounds. When firing from your perspective (in the first person), you hear a fat, stereo-widened image of the sound. This sound has the most detail and clarity. When you are close to the weapon firing (the weapon in the third person), you will hear a mono positional sound with slightly less detail then the first version. Then there is the distant sound that you hear when the weapon is fired far away from you. The blast of a close tank shell, thumps at distance. The roar of the mini-gun growls with mechanized terror when close, but fizzles and roars from far away. Explosions blast with dirt and debris partials when close, and they pop and rumble at a distance.