Ak 47 Gun Shot Sound

0 views
Skip to first unread message

Gabby Dreher

unread,
Aug 5, 2024, 1:50:10 AM8/5/24
to habusata
Withyour new soundset you build (with Encounters and stuff) and downloaded into the player, what happens if you start a mood? You say there is no sound, but what about icons? Do the elements that should be playing have a lit up play icon and the little ring moving around it?

About the samples you used - what is the source of those samples? Have you created them, do they come from somewhere of the internet? Have you used them in the correct format while importing them into the creator? Have you deleted the metadata, that may be included in the file?


Also remember that the first time you trigger a sound Syrinscape has to load it into the devices cache so there may be a slight delay depending on the size of the oneshot. With moods you wont notice this as there are lots of smaller sounds that start whilst the larger ones load in but with oneshots the delay can stand out more.


To create your cannonball sound, you need one main ingredient: an audio sample of some impact. I live in Canada, so I recorded a few samples of snowballs hitting the ground and imported them into my synth of choice: Phase Plant by Kilohearts.


Using Snap Heap outside of phaseplant, I created a preset that creates the core of the cannon sound. Immediately this feature gives the sound depth and power, but we can break down the components further.


Within Snap Heap, each lane matches a different frequency. The first lane is used for the lower base frequency, so I wanted to keep the sound distorted. I lowered the pitch, added distortion, added disperser to boost the lower end, and infatuator which is another distortion plug-in.


The second lane adds a tail to the sound. The third lane has some reverb and delay, but overall is a subtle addition to the sound. The fourth lane adds more transient, shaping the sound format to be more distorted.


Next, I used bx_subsynth which adds subharmonics to the already existing sound. I brought the 56 to 80 harmonics up to 73% and then I put it at 49% of the wet knob for this frequency. I added some tight punch and changed the mode to harsh to add more distortion to the sound. I then put the mix of the entire plugin down to 86% to balance it out. This step gives the low bass rumble that makes it sound more realistic.


Just recently bought a T7i and I used it to record a short video. The first video, I shot with a connected lapel wired lapel mic. The second take I did with just the camera's built in mic. When I loaded the video files on my Mac there is no sound at all in the videos. Either one. I assumed that the mic recording would be automatic. Am I missing something?


The camera is not smart enough to automatically switch between an internal mic and an externally connected mic. It is probably a good thing that it doesn't, too. While the camera is in video mode, you need to go into the menu and check the audio settings.


I know they used Cooke lenses on this movie that could cover the 65mm Todd ao format used for this film, but I don't know if they used a special lens for this shot would've went wider than what the 30mm Cooke double panchro could do, so if anyone has more information on what lens was used for this shot let me know


By coincidence, I visited Garrison, NY where the Yonkers scenes were shot in Todd-AO for "Hello, Dolly!" in 1968 and most of my full-frame Nikon stills (mostly around 30mm on the zoom) matched the frames at a 40mm equivalent to 5-perf 65mm. Then I asked Roy Wagner, ASC about the shoot and he said they had a very wide-angle 30mm, a normal wide-angle 40mm, and a 66mm and 75mm. Plus a zoom. So I'm guessing that the 40mm was the go-to lens for moderately wide-angle shots (the equivalent of shooting on a 20mm lens in Super-35.)


I remember as a kid seeing the boom in the shot in Indiana Jones and the Temple of Doom (the card game between Indie and Short Round in the woods the boom drops in for a second) and pointing it out to my dad and asking what it was.


Not quite the same, but I remember an episode of 24 (somewhere early in the first season) where the A camera pans a little too quick and too far to one side and you can quite clearly see the B camera operator dodge out of the way.


Moscow Heat (2004) there was a boom that doesn't just graze the top of the frame, it dips in like the sound guy slipped. The movie was hilariously bad up to that point, so that just made us roll with laughter even more.


On a related note, during the "I'm porn dialog without any sex" movie Wild Man (1989), there is an awesome scene where someone takes a dive off of a balcony and you see someone toss a mattress across the frame for them to land on. I believe there were some booms in that movie too.


Watched some reruns of Just Shoot me and have more than once seem the boom dipped in from the top of the frame. I took down the ep no, but deleted it when I saw it happen a couple more times. Seems like no one really notices when the script is good. It's a pretty funny show.


Another option is to load the DLSMusicDevice on the input of the channel strip ( General Midi device - Quicktime Synth). Program change 127 is a gun shot. Each note on the keyboard will generate a slightly different gunshot tone.


Located in the South Island of New Zealand, it is one of those iconic places that has everything you can look for: sharp mountains that dive into the water, lush vegetation, heaps of compositions and most important of all (well, for me at least) it has a huge potential for reflections!


Sunrise can work too but because you are on the west side of the southern alps, you will not get any light on the mountains before late in the morning. So forget about this pink light hitting the summit, this is not the place for it.


The other important thing I wanted to highlight from this location is Mitre peak that rises over 1,690m. The cloud is creating the perfect leading line to drive your eye to it, but I also waited for the sun to start disappearing behind it in order to create an interesting element that also drives your eye to the peak.


Most of my shots are taken with a 16-35mm lens at f8 which is the sweet spot for that lens. While I used the same lens, I did change my settings for this one in order to create a sunstar. To get this effect, I lowered my aperture to f16, with shutter speed of 1/60s.


The bay in Milford sound is quite shallow near the shore, which means two things: when the tide comes, it comes fast, and when the tide is low, there is a lot of mud. So my advice is to bring waterproof boots and check the tide times to avoid any bad surprises.


Disclosure: Some of the links in this article are affiliate links. If you click on a link and make a purchase, we will receive a small commission without any cost to you. We only ever recommend products that we have personally used and can stand behind.


Hi,

This seems to have occurred after I updated unity and built my project... but it has been a while since I've been working on it so I'm not entirely sure. Anyway, I've been working on a new scene and the play one shot sound is not working. I then tried my previous scenes where it was working before.. but now nothing.

I've just updated AC to 1.73.8 to see if that might solve it, but no change. I'm using unity 2021.1.0a5

I've checked on the forum but not yet found a solution. My music works, so I'm not on mute, my SFX volume is turned up. I think my camera/audio listener isn't too far away from the sound, and since it was previously working in my other scenes I'm not quite sure what could have gone wrong. Any help would be much appreciated. I'll pop some screenshots of my settings in a bit.

Thanks


Since the Spatial Blend is set to 0, its distance from the camera shouldn't affect volume. So long as you've created an attention parameter for the SFX mixer named "SFXVolume", things should be working - though do bear in mind that when an alpha version of Unity, it's not unheard of for things to break unexpectedly.


Otherwise, it'd be worth switching the "Volume controlled by" setting to Audio Sources and clearing the Default Sound's Output property. That way, we can see if the issue itself is related to mixer groups or not.


A typical action would be a hotspot interaction where it sets a variable then plays a one shot sound then an animation. the animation plays fine (as does the rest of all my actions) but the one shot doesn't make a sound.


Are regular SFX sounds playing? Try running a Sound: Play Action in your scene, and have it play on a new Sound object set to SFX. If that works, try the same Action but have it play on the scene's Default Sound. We'll need to see if it's an issue with the "one-shot" command.


Please do share a screenshot of a typical Sound: Play one-shot Action, though, as I need to see the specific settings you're using. It's possible to assign an optional AudioSource - any difference if you assign the Default Sound's explicitly?


Of interest, what is the difference between an action Sound: Play, vs Sound: Play One-shot. It would be a pain to change all my action lists that were previously working but potentially one solution (if all else fails) it might be to change them all to Play: Sound.


Are you able to create a fresh scene that demonstrates the issue with a single AudioClip asset called in an OnStart cutscene? If so, create a .unitypackage file including the AudioClip asset, the scene, your game's 8 Managers, and the Audio Mixer asset(s). PM it to me and I'll see if I can recreate it on my end.


ah, OK, so if I go to the "Manage save-game files" under the settings tab. Under "Profile 0: Properties" Music is on 0.6 but both speech and SFX are set to zero. Could this be my problem?

Just to note the Label is Profile 1 and ID: 0 and No save game files are found.


You said earlier that your SFX volume was turned on - where were you seeing this was the case? The values you set at the bottom of the Settings Manager are only the default - they don't necessarily represent the "live" values used by your game.

3a8082e126
Reply all
Reply to author
Forward
0 new messages