Sound Design: What do you want to know?

@Valkyrie_Sound I will do for sure m8, and thx for looking into that for me anyways. One other thing: I just now realized that you do have some cool tutorials up there and what freaked me out was to see that you have some tuts to recreate the sound mood of Alien Isolation. Just like you, i think this game has one of the - if not the - best sound design ever in a computer game (and it’s so **** awesome in so many other ways…).
Also my initial question about the gun sounds originates from my current personal project, which is a VR game based on the universe of the second movie Aliens. Even though Aliens has an entirely different mood and style than Alien, i also love the second part of the franchise. After finishing the whole gripping, weapon operation and shooting logic for the PulseRifle in VR, i came to the audio problem we are talking about here. Sound wise the PulseRifle is an especially tricky gun to do, since it does not really have a single shot mode, nor does it really have full auto mode (while the specs still say that is a full auto weapon). You more or less only ever hear short bursts in the movie. After analyzing and reversing some of the ACM game sound design i found, that it does not implement real full auto sounds for the PulseRifle as well. If you go full auto with that weapon they simply play some concatenated random burst sounds as long as u hold the trigger. So i decided to go for the following route: If the weapon is in burst more, the gun fires bursts and i play a respective burst sound. If the weapon is in full auto mode and the player taps the trigger i also play a burst sound and the weapon fires 4 consecutive bullets (as defined in the specs for the PulseRifle). If the wepaon is in full auto mode and the player holds the trigger, i release full auto bullets while playing concatenated burst sounds like in ACM. I tried to create a real full auto loop for the PulseRifle using some flanger and pitch modifications on original PulseRifle sounds, however my skills in any DAW are limited and it never sounded right. Anyways, as soon as i got the PulseRifle sounds close to being OK i’ll send you a snippet in case ur interested.
And since proper spatialized sound makes VR games even more immersive i am very keen to get my sound design right and i will definetly look into your stuff on AI for that.