First of all, I don't know how many of you have ever turned off your engine just to see/hear the amazing sound-delay implemented in the game. Take a Ju87, put a Satan bomb on it and bomb the nearest field. It works in interior and exterior camera.

Now, for a test, try to bomb a train with the Satan. Again, try to be at low speed (no wind sound) and with engine off. You will hear a much bigger sound, coming from all train cars exploding at the same time. But the bomb itself is a mere thump. I'd expect it to be so loud as to be able to hear it over the sound of our engines. For example, here's what 500kg bombs sound over the sound of a running military truck engine, at 600m. The sound is heavily normalized and you can bet that the doors are shut.


Bomb Blast Video Download With Sound


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Ok, I don't want my ears to bleed in VR (they already do thanks to the overly loud engine), but the effect can be simulated with low frequency sound and a dimming of the other sounds, maybe a slight whistling of the ears. I think it would give dive bombers something extra to look forward to.

Yes but at longer range you simply hear the shockwave as a low sound. Here's a short clip which sounds good to me (I'm not an expert), although the sound delay in this particular movie seems a bit short, as I doubt they'd be at just 1000m from the blast.

Now, a 1 ton bomb can do 210dB of pure noise at blast point, which basically means 150dB at 1000m, which equates to 600Pa of sound pressure. Which is the same as a modern jet at take-off measured at close range. I've been close to a running plane piston engine. Yes, it's loud, but not THAT loud.

Fine, I don't disagree with that. But if you drop Satans repeatedly in a quick mission, and get closer and closer to the bomb blast, you'll notice that you go from "pathetic thump" to "pilot dead with pathetic thump" in a matter of meters.

But you can test it for yourself. Do a quick mission, jump into a Ju-87 and drop a Satan on one of the 2 river tankers. Cut your engine (not idle, stop it) before dropping the bomb and raise volume until the sound of the air is "more than just loud". Try to be within 500m of the explosion and at less than 250kph. Now... as the bomb goes off and the tanker explodes as well, ask yourself, "is this how loud I'd expect it to be in real life without ear protection?". The answer is a big no, it should be way louder than a lightning strike at close range, enough to take your breath away. Do remember that we're talking about a shockwave that would destroy your plane (or kill your pilot instantly) if you were just 100/200m closer. Not that I want to die playing the game, not that it doesn't do a good job at masking other engine sounds, I don't want War Thunder. I'm just saying that bomb sounds are too low. Damaging volume could be prevented with normalization, i.e. dimming out the rest of the sounds and maybe introducing some ear ringing.

I loaded up the 30 day trial of Adobe Atmos for my headphones a few days back and it really accentuates some of those explosions even though the game does not use surround sound. However even before that I could easily hear the sound of my victims hitting the ground from 1000m up and 2000m beyond. As for piston engines not being loud, as Finkerin said, WW2 fighters did not use mufflers or silencers (plus they were a lot more bigger & more powerful than most light aircraft). Go to an airshow and some of those fighters just on warm up completely drown out every other sound, even the loudspeaker above your head! Coincidentally, I was watching an air ambulance helicopter a few days back and sitting at idle it was loud enough to cause hearing loss from a hundred yards. It was edging on painful. It actually became much quieter when it throttled up to take off. Maybe that is something todo with the rotor wash?

Sorry but you guys seem to be confusing the subject. I was not complaining about the other sounds, just the bombs. Their volume is too low even in external camera with just crickets buzzing around. And when you are within the radius of the shockwave there is no sound indication of it hitting the aircraft. I don't care how well muffled your ears are or how loud the engine is, you'd still "feel" it, since it's "loud" enough to rip your plane apart.

I'd have to agree about the sounds of the bombs being a little muted, but I really don't think we'd be seeing any work on them any time soon until Tank Crew gets pushed farther into development. Sounds are going to be significantly more obvious and more commonplace from a ground war perspective than in the air since the engine sounds themselves are incredibly overbearing. I'm pretty confused myself as to why I can hear planes crash from my cockpit. Flying in a turboprop tubeliner in real life kinda makes you question some of the in-cockpit sound effects you hear, but that's not discounting the awesome work the sound engineer has done to engine sounds. (I often crank up my headphones and hear myself fly by from the ground just to hear the roar).

I've done a simple test, basically start a Ju87 with various loadouts, begin at 500m on autopilot, start recording and drop weapon. Then switch to external camera and follow the bomb in (I know there's a dedicated camera for that), but keep a bit of distance so that the explosion will sound roughly 1-2 seconds after the blast (300-600m from impact).

And I've arrived to a nasty conclusion. There is no volume difference between a 50 kg bomb or a 1800kg bomb. Sometimes sounds are more "crashing", other times they're more of a "thump", but this seems to be random, just drop 4 50kg bombs in 2-3 second intervals and you'll sometimes hear different sounds from each explosion, even though they land in the same grassy field.

Now... the 50kg bomb actually sounds GOOD. It really does, both in external cameras and in interior camera. But it needs to be scaled up for the bigger bombs, which I suspect would also cure my problem as well. As far as coding goes, I doubt it would take much effort to assign an additional sound, let's call it "shockwave vibration", a low rumble just as the one in the Unbroken movie (quick reminder _JU2ZQXjeuw?t=2m36s). Since distance and sound travel time is already calculated, it means that there is already a "timer" in the game which can then control the intensity of the sound. The bigger the bomb, the bigger and longer this sound will be. For its duration, all other sounds in the game should be normalized to it, basically muted at first, then slowly coming back up to normal as the vibration dies down.

Do you hear that metal-like wooshing/slicing sound around you when the flak clouds begin to close in on you? They're definitely there, specially with headphones on. In my A-20 campaign I keep an ear out for those sounds and start changing my course when I hear them because that means I'm well zeroed in by guns on the ground.

This is, of course, quite false: the speed of light is much faster than the speed of sound, and the cameras are kept a very healthy distance from the test itself, so in reality the blast wave comes half a minute or so after the explosion. Basic physics that even a non-technical guy like me can understand.

When you are exposed to loud noise over a long period of time, you may slowly start to lose your hearing. Because the damage from noise exposure is usually gradual, you might not notice it, or you might ignore the signs of hearing loss until they become more pronounced. Over time, sounds may become distorted or muffled, and you might find it difficult to understand other people when they talk or have to turn up the volume on the television. The damage from NIHL, combined with aging, can lead to hearing loss severe enough that you need hearing aids to magnify the sounds around you to help you hear, communicate, and participate more fully in daily activities.

Commemorations in April 2014 of the 1-year anniversaries of the Boston Marathon bombing and the fertilizer company explosion in West, Texas, have once again raised public interest in blast-related injuries and their lingering effects on individuals and communities. In the aftermath of such devastating events, those injuries that are potentially life-threatening or immediately debilitating are given the most attention. Auditory injuries are among the most common primary injuries resulting from blast exposure; however, hearing loss may be overlooked in the midst of more urgent concerns (Centers for Disease Control and Prevention [CDC], 2003; Myers, Wilmington, Gallun, Henry, & Fausti, 2009).

Audiologists working outside of Veterans Affairs (VA) settings in the United States rarely have extensive experience with blast-exposed patients. In preparation for working with individuals from West, Baylor audiology faculty reviewed pertinent literature for blast-related consequences, particularly factors that might increase the risk of long-term hearing loss.

The category and amount of explosive affect the type and distribution of resulting injuries. Ammonium nitrate, stored by the West Fertilizer Company, is classified as a high-order explosive; this category of explosives is characterized by the presence of an immense positive-pressure "blast wave" upon detonation (CDC, 2003). The chemical reaction initiated by the fire likely detonated the fertilizer pellets, almost instantaneously converting them to a gaseous form and releasing energy estimated to be at least 3 times greater than that of the fertilizer bomb used in the Oklahoma City bombing in 1995 that destroyed the Murrah Federal Building (Swanson & Tarrant, 2013). The brief blast wave travels faster than the speed of sound, radiating in all directions from the explosion site. As its distance increases from the epicenter, the blast wave loses energy and slows down, becoming an acoustic wave. Behind the blast wave is a slightly longer negative pressure wave; then the final phase is what is known as the "blast wind." A higher amount of detonated explosive increases the distance that the blast wave travels from the epicenter and the damage done by the sound wave beyond that radius, presumably increasing the risk of permanent hearing loss. e24fc04721

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