Mods / Firearms Resound

Tags:
Weapons Audio Sound Fealism
Author:
M14Vintorez
Side:
Both
Created:
Jul 21st at 9:55 AM
Last modified:
Jul 28th at 11:47 PM
Downloads:
1085
Latest release (for Vintage Story 1.22.3 - 1.22.4, potentially outdated):
FirearmsResound-v1.0.0.zip  1-click install
For testers (for Vintage Story 1.22.0 - 1.22.5, potentially outdated):
FirearmsResound-v1.0.1-pre.1.zip  1-click install

A rather simple mod that does what it says on the tin.
But to elaborate...

 

What this mod does:
Replaces the firing sounds of all guns in both the Firearms mod and the Extra Firearms mod with louder and punchier sounds.
Extends the range at which gun shots can be heard to 768 blocks (the For testers release (v1.0.1-pre.1) reverts this change). 
Matchlock, wheellock, and flintlock firearms now have unique sounds of their respective locks engaging before firing.

 

Requirements:
Alodh's Firearms fork for 1.22.

 

Compatibility:
manny59's Extra Firearms [FORK] and all the firearms listed on its mod page have been given new sounds, with unique firing sounds for the Volley Gun, Volley Pistol, and Handgonne!

This mod, rather than overwriting assets, adds new sound assets and uses JSON patches to only replace the SoundFrames of the firing animations to point to those new sounds.

Exceptions:

The itemtype files for Extra Firearms's Hall Rifle and Flintlock Arquebus were patched to have their shooting animations simply point to Firearms's Musket and Carbine shooting animations, respectively (in vanilla Extra Firearms, it's the other way around).
Extra Firearms's Wheellock Rifle was given its own shooting animation to make it sound different from Extra Firearms's Wheellock Carbine, it's itemtype file was patched to point to this new animation.

With this in mind, this mod should be compatible with any mods that poke around Firearms or Extra Firearms.

 

Credits:
Most of the firing related sounds in this mod come from the Dark signal Amplified Gunscape addon for S.T.A.L.K.E.R: Anomaly.
All credit for said sounds goes to them.
If you run your own modlist for Anomaly, I would highly recommend giving it an install and showing devs behind it your support.

The original Firearms mod was made by Maltiez.

 

To Do:
Add sounds to the reload animations of Extra Firearms, and adjust the timings of the sounds in Firearms's reload animations (I don't feel like doing it right now).

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.0.1-pre.1 firearmsresound
1.22.0 - 1.22.5
352 Jul 28th at 11:43 PM FirearmsResound-v1.0.1-pre.1.zip 1-click install

- Reverted the gunshot sound range to Firearms's default of 256 blocks for all firearms

1.0.0 firearmsresound
1.22.3 - 1.22.4
733 Jul 21st at 9:56 AM FirearmsResound-v1.0.0.zip 1-click install

Release


17 Comments (oldest first | newest first) (threaded | flat)

Vargur, Aug 13th at 8:41 PM

one step closer to full stalker-VS crossover mod

M14Vintorez , Aug 13th at 9:55 PM
@Vargur: one step closer to full stalker-VS crossover mod

That might actualy be a cool idea.

Temporal storms are effectively the same as Emissions gameplay wise (minus the fact the storm itself doesn't kill you).
Having to keep an eye out for anomalies (and having them change position after a storm) would be fun.
Artifacts could occupy backpack slots.
Artifact detectors could be crafted with Jonas parts and temporal gears.

I might keep this in mind for later. >:)

Vargur, Aug 14th at 1:46 AM
@M14Vintorez: That might actualy be a cool idea.Temporal storms are effectively the same as Emissions gameplay wise (minus the fact the storm itself doesn't kill you).Having to keep an eye out for anomalies (and having them change position after a storm) would be fun.A

yeah there is surprisingly a lot of overlap, maybe after whatever combat updates they are cooking up are ready some stalker-inspired rust creatures could be made - they did a a really good job with the shivers, imagine a whole set of stalker-like creatures, including something akin to controllers that slam you with temporal instability

doRent, Aug 12th at 9:57 PM

Is a client-side only version for this mod possible?

M14Vintorez , Aug 13th at 3:09 AM
@doRent: Is a client-side only version for this mod possible?

Surprisingly, no.
Based on testing with some friends, sound playing from firearm animations is implemented in a very peculiar way.

I'm not exactly sure on the spesifics, and I'm not great at explaining things, but here's what I've gathered:
Basically, the client tells the server what sound other clients should hear. 
This means the client playing a sound from a firearm's animation has complete control over what other clients hear.

So take this example:
There are 2 clients, Client A and Client B
Client A has this mod installed client side, Client B does not.

Client A fires an arquebus, and tells server that other clients should play firearmsresound:sounds/Matchlock and firearmsresound:sounds/Carbine_1.
Client B doesn't have the mod installed, so those asset don't exist on it's side. So Client B hears nothing.

Client B fires an arquebus, and tells the server that other clients should play maltiezfirearms:sounds/arquebus/arquebus-fire-1.
Client A has this asset on it's side (because it has the original Firearms mod installed). So Client A will hear the old arquebus firing sound dispite having the Resound mod installed.

With all this in mind, for this mod to function properly it's best that it be installed on all clients playing together.
Having it be set to be both server and client side allows the server to force all clients to download the mod before connecting. So having the mod be for both is simply for convience.

Now technically, I can circumvent this by replacing Firearms's sound assets directly, but that:
1. is yucky
And 2. would limit how many unique sounds I can add.

As compensasion for this not being client-side only, here's a picture of my cat trying to eat my keyboard keys while typing this out:
kitty :3

MrJewsbury, Jul 25th at 12:54 PM

Are you able to make it so that the sound is quieter the further away someone is? right now the sound effect is super loud still at 200 blocks

M14Vintorez , Jul 25th at 10:56 PM
@MrJewsbury: Are you able to make it so that the sound is quieter the further away someone is? right now the sound effect is super loud still at 200 blocks

No, not really.

My initial thought process behind setting the range to 768 blocks was that I thought it did get quieter the further someone is.
However, after playing with this mod with some friends, this doesn't appear to be the case.
it looks like it plays the sound at full volume basically the entire range, and only lowers the volume at the last 2-4 blocks or so, rather than lowering the volume linearly.
It also appears that sounds were implemented in such a way to where it doesn't support directional audio, so you can't tell where shots are coming from.

The only way to fix this would be to reimplement how Firearms plays its sounds. Which I don't feel like doing at the moment (might screw around with that once I get around to reading the modding wiki proper).

M14Vintorez , Jul 26th at 12:53 AM
@MrJewsbury: Thats a shame :/ could you release a second version with a more normalised volume range?

From your experience, what range would you recommend?
For context: Firearms's default range is 256 blocks.

M14Vintorez , Jul 28th at 11:47 PM
@MrJewsbury: I'd probably say 200-250 is good

 Apologies for the delay, version with 256 block range is up.

Loafarius, Jul 24th at 11:56 PM

 possibility for compatibility with Gearlocks?

M14Vintorez , Jul 25th at 10:40 PM
@Loafarius: possibility for compatibility with Gearlocks?

Maybe.
I saw the mod a while ago, and it does look really cool.
I might take a crack at it once I get to playing around with it.

FarmerBrown, Jul 24th at 5:10 AM

Wonderful Thumbnail, AI could never hope to compare. 

MrJewsbury, Jul 21st at 10:18 AM

Tested in SP, this sounds incredible, so much better than the default sounds especially with the lingering resonance/echo!