Oakland Police Department Public Information Officer Candace Keas said gunshots are typically much louder and sharper than fireworks, creating a sudden, lower frequency sound that is often followed by a brief silence.

Tom Chittum is a former assistant director of the Bureau of Alcohol, Tobacco, Firearms, and Explosives, a federal law enforcement agency, and he now works as the vice president of analytics and forensic services at SoundThinking, a company that deploys a technology called ShotSpotter in various cities, including Oakland. ShotSpotter uses microphones throughout the city to detect and report gunfire to authorities. Chittum says the pattern of sound is the big differentiator.


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The Fourth of July creates more ShotSpotter activations than any other time of the year. According to the company, about half a billion loud noises were picked up by their sensors across the country on July 3 and 4 last year. Just over 3,000 of those were determined to be gunshots.

Recreational activities that can put you at risk for NIHL include target shooting and hunting, snowmobile riding, listening to MP3 players at high volume through earbuds or headphones, playing in a band, and attending loud concerts. Harmful noises at home may come from sources including lawnmowers, leaf blowers, and woodworking tools.

Sound is measured in units called decibels. Sounds at or below 70 A-weighted decibels (dBA), even after long exposure, are unlikely to cause hearing loss. However, long or repeated exposure to sounds at or above 85 dBA can cause hearing loss. The louder the sound, the shorter the amount of time it takes for NIHL to happen.

Your distance from the source of the sound and the length of time you are exposed to the sound are also important factors in protecting your hearing. A good rule of thumb is to avoid noises that are too loud, too close, or last too long.

To understand how loud noises can damage our hearing, we have to understand how we hear. Hearing depends on a series of events that change sound waves in the air into electrical signals. Our auditory nerve then carries these signals to the brain through a complex series of steps.

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.

NIHL can also be caused by extremely loud bursts of sound, such as gunshots or explosions, which can rupture the eardrum or damage the bones in the middle ear. This kind of NIHL can be immediate and permanent.

Sometimes exposure to impulse or continuous loud noise causes a temporary hearing loss that disappears 16 to 48 hours later. Recent research suggests, however, that although the loss of hearing seems to disappear, there may be residual long-term damage to your hearing.

A3 is unplayable for me right now. If I lose the volume so that I won't go deaf, I can't hear ambient sounds and barely even hear my own footsteps. Can anyone recommend a workaround for this? Apparently no sound mod is compatible with A3 since Marksmen DLC release.

I agree. Not a big fan either. I've never been in a real firefight, but they sound awful to me. Every enemy sounds like there is two. One in front, and another behind you. We can never figure out where they're at most times. They rest of the audio is good, but the double gunfire just sounds wrong to us. Everyone thinks its a bug as well. Not sure if it is still a WIP, or if that's what they intended. Looking for an alternative ourselves.

The ASUS Xonar SVN option is the best workaround! I finally discovered the mission I play is under windy conditions! When you use SVN you can clearly hear the ambient sounds and when there are gun shots the ambient sounds lower in volume to keep the gun shots volume under a certain treshold. It's even better than the recent megadoth's mod -Tiny-Sound-Mod-Megas-Sound-Sonic-Cracks

Yes, but this is a game where sound must not be uncomfortable to your ears. Using that logic, we should have guns that gave us permanent hearing damage if we fired them. And we're pretty close to that already :P

A sound level meter or an app like Decibel Pro can help you measure noise levels and protect you from potential hearing damage or hearing loss. You can easily download the app on your phone or Ipad and get instant sound level readings wherever you need them.

My iMac (21 inch; OSX El Capitan; 10.11.6; 3.06 GHz Intel Core i3; purchased in late 2010) suddenly made a very loud pop that sounded exactly like a gunshot. It nearly threw me off my desk chair, it was that loud and startling. Then it just restarted itself. What could that be?

Recently heard a loud, gunshot noise from my iMac, then it went black and restarted itself. Since then it is running so slow, cursor takes forever to show a drop-down menu, or to open a new page or take any direction. I just see the spinning rainbow icon for sometimes a full minute before it responds.

How is your Mac running now, any problems? The popping sound may have been a normal system sound magnified by having speaker volume set high. Or it could indicate a hard drive problem. Or from a connected hard drive.

Create an offstage sound effect with a length of 3 x 1 timber (about 2 ft long maybe?). Drill a 6mm through the wood at one end, then use a 10mm drillbit to widen out the hole to about a third of the way through the wood. Poke a length of 6mm sashcord through the hole, tie a knot in the end of the sash on the wide side of the hole. Make sure the knot lies inside the 10mm hole, but doesn't pull through the 6mm hole. Lay wood on floor in wings. put foot on end without sash; pull on sash to bend the other end up off the floor (creating a spring). On cue, release sash to allow the wood to slap onto the floor creating loud sharp crack, similar to gunshot.

Many professional productions make use of recorded cound effects. There's nothing wrong with using a sound track. It's not as realistic, particularly when it comes to locating the position of the sound source, but it may well be the simplest and cheapest method.

Whilst it can be quite fun to make an audience jump with a loud bang, I honestly think it spoils the performance. Not only is it quite unpleasant to be made to jump, it also kills off any mood in the piece, cause there's the usual muttering and laughing about having been made to jump.

When I started working in the business quite a long time ago, the received wisdom was that recorded gunshots were much inferior to real gunshots using blank-firing weapons. This was due to the inability of the the available technology to reproduce a sound with a very fast attack time and short duration accurately on cue.

with samplers and other computer based sound reproduction systems, this is no longer such a problem, so using recorded effects is indeed a viable option, and as Cedd says, gives much more control over the levels, reducing the "startle" effect.

However, having worked on several productions using real gunshots, and seen plenty more, I would disagree that loud bangs necessarily spoil the performance. In the context of a lighted hearted musical entertainment like Sister Act, this may be the case. In the context of the last scene of Blood Brothers, (also musical theatre, but much less light-hearted!) the loud gunshots used in the production I saw (not the current West End version) left the audience in stunned silence, which was absolutely the desired effect. In this production, the weapon was fired by an actor coming down the aisle through the auditorium - somehow I doubt whether this would be acceptable nowadays, but it was hugely effective in the dramatic context. (I've never seen the West End production, so I've no idea how they achieve this in that version)

Thanks, some great ideas. The issue with recorded sound effects is that at the moment we are using a lecture theatre, as the designated theatre is being built for next year, when Dartington College of Arts moves in to our campus in Falmouth.

and I won't take credit for the idea - it's a pretty common live sound effect from the days before extensive libraries of pre-recorded stuff - usually used as a back-up in case the gun misfired, I believe.

Using any of the designs for a wooden clap board will be the cheapest and most effective method if the sound system is not up to producing a couple of samples of gunshot. These can be found on the web and in sound libraries. They can be played off PC MiniDisc or CD according to your preference.

The thing that still bothers me is that it happened right after the update of Gen0 and only appeared in the game and only when shooting. All other sounds were played like before with the correct volume.

As said before I could resolve it by playingwith the volume sliders andttesting eevery once in a while.

Sound is measured in decibels (Db) on a logarithmic scale. Sounds 10 times louder than total silence would be 10 dB, and sounds 100 times louder than silence are 20 dB. See how every 10 dB increase is a multiple of 10 times over the previous rating?

There are a lot of other factors that affect the sound of a suppressed or unsuppressed gunshot, including powder charge, bullet weight, and the speed of the bullet. Faster bullets with lots of powder behind them will make more noise than slower bullets.

There is no hard and fast rule for determining the sound of a gun when fired indoors. A concrete-walled shooting range will be louder than shooting a gun inside your home in a self-defense setting due to the way different materials and construction absorb and reflect sound. However, the initial sound of a gun remains the same indoors or out. Shooting a gun inside can concentrate the sound and cause a greater impact on the shooter. e24fc04721

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