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#11
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So what we are saying is that other games/sims managed to get the sounds right in the first place.
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#12
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Come on Tree, Copyright law is fairly basic, even in the UK. You could even look it up on the internet if you were really interested. Just because a noise in a mod pack sounds better to you, doesn't necessarily make it more accurate. Cheers! |
#13
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skosh im very very familiar with the copyright laws, especially where sound is involved having been a recording artist. Lets say for example that i take an engine sound out of another game and change the wave format of that sound, it would be absoloutley impossible to take me to court and prove that i had not recorded that sound myself.
However if they were worried about ownership of the sounds you could always buy them from here, 99p a track. http://www.field-recording.org.uk/ Last edited by Tree_UK; 06-26-2011 at 01:16 PM. |
#14
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As far as understand it is OK to use soundmods online if they do not modify any other files than sound files. The issue with current sound mods is that they modify engine config files to force DB and Merlin using separate samples.
I think we can ask modders to make a lite version of their mods that do not modify anything but sound files. I remember reading at least once in early May that a basic sound mod that was available back then helped to solve sound disappearing issues when using external views (Current 1st person multiplayer sound bug was not introduced back then yet). Of cause do not try any mods online if you think $50 is a lot to loose just for experimenting purposes. ps. Also we can ask luthier to officially approve at least one sound mod for online. I would vote for Jafa's one but it is not available yet. But we can start talking to luthier about this anyway. Last edited by Ataros; 06-26-2011 at 01:23 PM. |
#15
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Lol , make it a pound a wav and you got a deal.
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#16
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hi guys!!
Im not a qualified expert but Im well versed on this topic. Just for your interest, this engine sound simulation modeling topic is pretty hot right now. Electrical automobiles are coming, and low sound output is a concern , you can especially think of for kids younger than 9 yo, and ppl older than xx. So theres much research going on how to build artificial sounds for these vehicles. Quote:
I bet they use stream processors for the task , not x86 cpu. The entire 1C umbrella of companies should also see this as an opportunity , and either rely on FPGA chips for sound acceleration ( via conventional usb port or something, or WLAN , or whatever) or use a GPU. Analog outputs should be also revolutionized, creative soundblaster blows by 2011-12 thats fairly certain. Can you imagine how World of Planes or C o D would sound with dedicated hardware sounds? Too bad sound accelerators got nowhere, and x86 is clearly beaten by mobilephones. If mobilephones get floating point FPU coprocessor in the next years for speech processing and what not , thats going to kick intel i7 butt too, FYI. I firmly beleive 1C should sell hardware for our serious wargame needs. Even next gen consoles would be so jealous of our stereo3D and sound acceleration. ![]() Last edited by tritosine; 06-26-2011 at 01:34 PM. |
#17
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If you are familiar with the copyright laws why did you ask your question? I know! Maybe the people making the mods should sample WWII era moives for their sounds. They'ld mostly be in the public domain by now! A reach for the Skies sound mod would be cool! |
#18
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Yeah, they should really purchase some sound packs so everything is legit. I also totally agree with the sound radar.
In theory, as it is now, I can mod my IL-2 46 sounds to say "RUBBERBABYBUGGYBUMPERS" at max volume when an enemy is firing guns. Or I could simply record myself saying "100 meters" "200 meters" and then add these tracks to every engine in the game and set the distance to when I hear these sounds to the specified distances. That way I would know the distance to the surrounding aircraft.... I hope sound mods will be banned from the vanilla game, and only allowed in modded servers where EVERYONE is required to have the same sounds. IRL it should be darn impossible to hear somebody else's engine from internal cockpit view due to the insane volume of your own engine. So maybe multiplayer is better balanced by NOT having the sounds of other aircraft being hearable from inside the cockpit. Either way, I think this debate ends like KG alpha said: Copyright problems. We'll have to wait until the devs legally aquire sounds, or design them from scratch! (E.g record Oleg's Lada at all RPM's and overrev it to create damage samples, then HEAVILY modify them to sound like DB600's ![]() |
#19
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rather good algorithm + phase processing what we want, but then I don't know how you get there in the first place.Perhaps sign something with nvidia 1C ![]() Last edited by tritosine; 06-26-2011 at 03:18 PM. |
#20
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I shouldn't hold your breathe on them asking for external help Tree.
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