There are several reasons why game companies opt to create artificial sound effects for firearms rather than using actual recordings of firearms.
One primary reason is that the use of real gun sounds can lead to legal issues. This is because firearms are regulated differently in different jurisdictions, and the use of actual gun sounds in games can be considered as a violation of laws regulating firearms. Additionally, some countries have strict regulations on the use of firearms in media, including video games, and this can make it difficult for game companies to obtain the necessary licenses and permissions to use actual gun sounds.
Another reason is that the use of actual gun sounds can be technically challenging. Gun sounds are highly dynamic, with a wide range of frequencies and amplitudes, and it can be difficult to capture these sounds accurately in a recording. Additionally, the sounds of firearms can be very loud, and this can pose a risk to the health and safety of the individuals recording the sounds.
To overcome these challenges, game companies often opt to create artificial sound effects for firearms, using a combination of sound synthesis and sound design techniques. This allows game companies to create sound effects that are consistent with the desired aesthetic and that are optimized for the particular game engine and platform.
Furthermore, the use of artificial sound effects offers game companies greater creative control over the audio experience in their games. Game designers can create sound effects that are tailored to the specific game mechanics and that reinforce the overall narrative and gameplay experience. For example, the sound effects of firearms in a science-fiction game can be designed to sound futuristic and otherworldly, while the sound effects of firearms in a historical shooter can be designed to sound authentic and period-appropriate.
In conclusion, game companies opt to create artificial sound effects for firearms rather than using actual recordings of firearms due to legal considerations, technical challenges, and the desire for greater creative control over the audio experience in their games.