that autoburst thing sounds nice imo (i didn't had enough imagination for the single shot version Wink )
Yeah, I like the way auto-burst example came out too, it had a little reverb and spatial stuff mixed in, and it shows that those types of effects make a big difference with gunshots and explosions.
The single shot is the "dry" one, meaning no effects were added.
btw. also the assault sound from above (the none ambient alpha version) sounds nice to me.
That was an edited version of the existing assault rifle sound, one of the ones which does have a (GPL) license, If memory serves I think that's one of the ones made by someone named Alex Parker or something, I'd have to double-check the SVN and license info.
now after I've tried your example files, i would say we definitely need reverb but no ambience. i will have a look at the SDL_mixer effects.
OK, if you have any audio questions, just ask - I don't know what SDL offers for such effects, but I do know the difference between things like "low cut," "damping," and "early reflections," etc. and I can help explain how much of what should be added to get a decent sound. (If you come across a list of such features for SDL, it might be good to copy and paste into this thread such a list so I have some idea of what there is to work with.)
but keep in mind that I'm only owning and old and defect headset, so I might not be the person to really judge this
Who do we have here (who is currently active in the project) who is in charge of something like this and would be a good judge?
It's too bad we live so far away from each other - I've got lots of extra headsets, speakers, and audio stuff, but getting it shipped to where you are might be difficult (mostly expensive)...
we have spatialization support in our sound backend. imo there should be no such reverb or ambience added to the sound. if we ever decide to add such effects, this should be done codewise. but i'm a n00b in sound questions, so if there is a good reason to add them to the sound files, please let me know. i totally trust your experience here.
I agree - the sound files the game reads from the pk3s should be "dry" without any effects added before hand, they should be added in the game with the SDL code if possible.