Quote:
Originally Posted by Ali Fish
...and great example of external sounds ! brilliant video...
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Not directed at you specifically, but again on the common perception of TV-pilots of today is that these sounds are recorded from the actual camera's postition during flight.
Not saying that you meant "realistic exterior sounds for the environment", I think you ment "Wow those sound clips are great standalone spitfire sounds" (disregarding the video footage).
Because anyone can hear that these soundclips from the external footage have been recorded on the ground as the spitfire does a flyby. As is with nearly all guncam clips featuring sounds and gunfire. There is absolutely no point in attaching a microphone to an aerial camera. Why? Because all you'd hear is a hurricane-force windgust going "SCHWOOOOOOOOOOOSSSSOSOSOSOOOCCCCHHHFFFFFFF". You'd have an extremely boring soundtrack that nobody watching it could relate to, because how many people actually get to fly spits? Nobody knows what they sound like in air, unless they've actually flown it in person. Hence the groundrecordings for sound, because everyone who has been at an airshow can relate to THAT.
Actually rise of flight (i hate comparing it, but that's not what this is... this is just referencing) does a good job on simulating wind sounds. You'll hear the wind better at higher speeds and when pulling sideslips or leaning out of the protection of the windscreen. IRL I believe the engines would make so much noise you would have a hard time even hearing the guns very well when firing. And definately not able to hear surrounding planes unless you are at a very low RPM. But if we were to have a sim with realistic audio effects, it would be very "unusual" to the basement-simmer because suddenly you have no audio feedback when firing guns or listening for enemies. It would frustrate people that like to feel immersed by hearing every mechanical linkage move within the gun or hear the overheated pistons grinding against the engine cylinderblock, or hear the bullets tear through fabric...
I admire the modern games like BlackOps that do a really good attempt at weapon sounds with dynamic range effects. They have a different sound for firing from 1st person and standing next to the weapon from when you are far away. It's a lot less defined at a distance with more of a echoing snap/pop. On the firing range in the RNoAF I experienced and recalled this when firing the AG3; Up close, while leaning your cheek against the stock/butt of the AG3, you can feel the mechanical parts interact within the weapon between each shot as the recoil spring dampens the recoil, rechambers a bullet and fires it off giving a very metal "Clank" sound between each shot. If you fire it from your shoulder without aiming down the sights (not touching the stock with your head) you will NOT hear this, but only a loud bang. Stand next to the muzzle when it's being fired by someone else, and it's an even louder PANG-like sound and you can clearly feel the overpressure.
But the exterior sounds from that vid clip is not realistic. I agree we need a compromise on sounds between realism and hollywood, but not visuals. I want it to represent reality as much as possible. But that's me.