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About GRiN_desmond22

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    Scout - 2nd Class

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  • Location
    A roof with a Barrett aimed at the back of your head.
  • Interests
    Sound design, music composing, ice cream eating.

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  1. Yes, please do - that would be much appreciated.
  2. Well the soundcard might be good for music production (I have an M-Audio myself for music production, although that's on a Mac), but that doesn't mean it's suitable for game audio output, which is a blend between mono sounds played in 3d, mono sounds played in 2d and stereo sounds played in 2d. Creative have had some problems with their OpenAL (which our sound engine is built around) having soundcards treat those different kinds of sounds (mono/stereo, 2d/3d) differently, but an updated driver is coming by the end of this month I've heard. If Creative doesn't fix it soon enough, we'll fi
  3. Thanks for the replay! EAX is disabled already, and the speaking settings are set correctly.... It's your soundcard. It's treating 2d stereo sounds differently than other sounds, making the 1st person weapon (which is a stereo sound played in 2d) lower. We'll patch this for any soundcard that we are informed has this problem - although I suggest you get a better sound card because that would not only fix this issue but make the game sound a lot better overall. Ask anyone who has upgraded to an Creative X-Fi card.
  4. Give them Grin Dudes a tap on the shoulder from me He did. Very nice. Larsa, I'm glad to hear you enjoy the beta. I guess it's even easier to enjoy the game when you've gotten some behind-the-scenes info on the amounts of thought and effort that is put into the product. Hope yesterday's lectures were interesting.
  5. Thanks Sleepdoc and everyone else for the commendation - it's very much appreciated. I've said it before and I say it again: Sound is so very neglected in games. Screenshots are of course the first media that is released for an upcoming game, and from that point onwards it seems graphics is pretty much all that the game's about, what's everybody's interested in and measuring the game by. Being a tactical shooter with lots of emphasis on scanning your environment, I felt GRAW was the right game to put a lot of work into the sound not only quality-wise but also in terms of how the sounds are
  6. It's all described in detail in this thread (a thread linked from the very beginning of the first post of this thread you're reading right now). I can't waste time helping people who can't even follow step-by-step instructions. However, since I am so kind, I'll still give you a quick answer: 1. Don't touch anything in the /data/sound/folder. Period. 2. Make duplicates of the .xml files (grenade_frag_wave.xml & grenade_frag_sound.xml in you case) and put them in the corresponding folder in the /local/ folder (/local/english/sound/weapons/grenade/ in your case) 3. Delete all w
  7. In the data/sound/weapons folder, you have subfolders for all weapons in the game. These subfolders contain xml files (e.g. "g36_sound.xml") which you can view to see what different sounds compose the character of a weapon (single shot firing, full auto firing, echoes, reload sounds, trigger click, equip, unequip, go to ironsight, go from ironsight, etc). It's an xml document though, and not a list "per se". These sounds are "called for" from the wave-bank belonging to that sound-bank (e.g. "g36_wave.xml"), and these are the wave files you need to exchange if you want to mod the weapon sounds.
  8. It does make sense, because in the animation the soldier has one knee in the ground which he drags after himself. I know that anyone who goes into crouched position does that to become a harder target, to not be seen as well, and when someone doesn't want to be seen he probably doesn't want to be heard either - but it's a balance between realism and gameplay. Some scream for realism, some - such as yourself - have the sense to understand that total realism doesn't always cater for a fun game. In the sequel, we'll lower the sound you make when dragging your knee across the ground in that man
  9. That piece of music isn't any longer than the part that's in the webkit, although in the webkit I let the song loop on the final beat. It's not used anywhere in the game but maybe in the ending credits. If so, it's in the "menu_music_wave.bank" file.
  10. It's not in lossless wav format in the game - it's ADPCM compressed waves, which are far from lossless. Wav is not necessarily a lossless media type, so in this case the 192kbps mp3's in the webkit are in better quality than you can find the music in the game. Same goes for the sound effects. The music is also looped to fit on a website. I doubt that the skills needed to extract the sound from the game and edit it to make it loop seamlessly, and the urge to make a website, are often contained in a single person - so I put up "the effort", that you apparently sarcastically appreciated, for a
  11. Thanks, it's good to be of help to anyone who is interested in sound modding. Merry Christmas to you too, and a Happy New Year! /simon, aka "Desmond Tutu"
  12. If you've followed my instructions in this thread you wouldn't have any "offset" attributes in the wavebank to ask questions about. I don't know any nice way to say this, but here goes: I refuse to help you if I can't trust that you've done things the way I've instructed you to - the array of possible mistakes from your end would just be endless, so I wouldn't know where to start when addressing your issues. So, once again, check this thread - and pay extra attention to point #10.
  13. I don't follow. How do you mean there's a "glitch"? If the glock is set to full auto (by the player, in the game) and the player presses fire, "loop" will start playing, and once the player releases the fire button, "loop" will be cut off by "end". If the glock is set to semi outo (single shot), the sound "1shot" will play every time the player presses the fire button. This is all handled by the script, not by anything in the soundbank or wavebank. What glitch are you talking about? You have to be describe in more detail what the problem is, I don't see how this could be one.
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