misplaced sounds on explosive debris
The debris from explosives (airstrikes, nades,...) plays misplaced sounds when disappearing.
Especially the sound of breaking bone is misplaced and distracting imo, since there aren’t always bones to break.
Also the balance between the different sounds feels wrong. Most sound (besides the explosion) would come from the bombed structure (mostly concrete, rock) rather than flying shrapnel from the shells. I propose to completely remove the bone sound and either tone the metal sound down or also remove it.
I also propose to scale the metal debris down a bit, since (in most cases) the only metal flying around can come from the bombshell, grenade casing, which isn’t much compared to the concrete/rock bits from the bombed structure.
#4 Updated by keMoN over 2 years ago
- File explosion sound.mp4 added
I have the feeling that all sounds are really weirdly misplaced. Except for maybe the stone sound. I have attached a video from support-fire in fueldump.
Notice the wood sound and especially the one at the end of the video, after everything is already over.
The flying debris is really nice, but maybe it’s best to leave the sounds (except maybe stone/default) out of this?
#7 Updated by Spyhawk over 2 years ago
I would love to see all the debris stuff surface dependant but this isn’t constantly set it ET (see surface parms).
Let’s just find other fitting sounds and replace the ugly ones.
Could this be done for some surfaces (if parameters are defined), with a fallback on a default sound if they aren’t?