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What are the most important sounds for you while using JSRS?  

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  1. 1. What are the most important sounds for you while using JSRS?

    • The weapon sounds!
    • The vehicle sounds!
    • Environmental sounds!
    • Explosions, Soniccracks, Bullethits, the sound of danger!
    • The script features like the "distance sounds"!
    • Everything combined! The whole Mod itself is important.


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So after I tried the latest ACE version I've noticed an serious problem. All Russian weapons are not covered by the script. Even some of the new helicopters are no longer covered. Dont ask me why.

Arma2 CO Vanilla is full coverd, no problems so far. But in ACE, nearly half of the distantsound dont work anymore. Also with some vehicles as mentioned. So, that mean alot of work for me again. I will have to find the classnames for all the RU weapons and the new helios (dont know if they are really new, but they dont work anyways) and have to put them into a config. So I maybe update all configs again or made some ACE configs. But I guess that would just cause more trouble and costs me alot of time again.

Anyways, I just wanted to report you guys. I hope you dont just think I sit on my ass and let you asking about the release^^

I will update the status of this too.

Jarhead

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What exactly is the distance script, anyways?

And make sure to check with the ACE devs, since they are great at finding the bits of scripts that conflict.

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Definately seek advice from the ACE Devs, I'm sure that they will help.

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Ah guys, it is not so bad. I just dont gave the right entries into the configs. The ACE version I was always using for testing ist an old one, or WAS an old one. Now, with the new one, there are more weapons and I finally got the US NAVY Addon too in where we find the mentioned new helicopters. The Cobra is using standart sounds but this is just a small entry in the config.

And its not as bad. I already brought the AK's to run finally (AK105 and so on, all non-Arma Ak's) and I made the G3 too ;) Works great so far, so I can move on fast again.

The Distance-Script is a script made by OS for Blastcore SM. It alows me to include thirdperson and external distance sounds. So you shot your gun and the normal sound will be played. Is the shooter further aways from the player or camera (YOU) so you only hear an poping distancesound instead of the normal sounds. Unbelieveable atmosphere is the result ;)

I keep on working, so we'll see if I can also fix that chooper ;)

Jarhead

---------- Post added at 03:16 AM ---------- Previous post was at 01:26 AM ----------

Good progress. Goza7.6, Groza9 or OC14 are working fine too ;)

Jarhead

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Heya LJ, glad to hear you dont' ''have'' to go trough moar / another difficulties :)

Still anxiously keeping an eye on your updates sir! :D

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Nice to hear that mate ;) Well, Six Config Browser is helping alot! I have all configs, weapons and stuff I need. So its just about copy and paste work the most :P But its alot of fun when working on something and seing the result afterwards...

Jarhead

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It's a great tool. I love that config browser, even for non-ACE editing.

+1 :thumb:

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LJ, don't forget the grenades and explosives devices with ACE2, like Claymore, C4, WP grenade or stuff. Some of them with JSRS 1.3 will make the explosive sounds awkward and non-matchings (like claymore explosive noise will making hundreds of satchel charges sounds, that's very cheesy to hear). I think you should keep polishing with them if you're adding sounds replacement for ACE2 as well.

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Ah guys, it is not so bad. I just dont gave the right entries into the configs. The ACE version I was always using for testing ist an old one, or WAS an old one. Now, with the new one, there are more weapons and I finally got the US NAVY Addon too in where we find the mentioned new helicopters. The Cobra is using standart sounds but this is just a small entry in the config.

And its not as bad. I already brought the AK's to run finally (AK105 and so on, all non-Arma Ak's) and I made the G3 too ;) Works great so far, so I can move on fast again.

The Distance-Script is a script made by OS for Blastcore SM. It alows me to include thirdperson and external distance sounds. So you shot your gun and the normal sound will be played. Is the shooter further aways from the player or camera (YOU) so you only hear an poping distancesound instead of the normal sounds. Unbelieveable atmosphere is the result ;)

I keep on working, so we'll see if I can also fix that chooper ;)

Jarhead

---------- Post added at 03:16 AM ---------- Previous post was at 01:26 AM ----------

Good progress. Goza7.6, Groza9 or OC14 are working fine too ;)

Jarhead

Good News!

It's a great tool. I love that config browser, even for non-ACE editing.

+1

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LJ, don't forget the grenades and explosives devices with ACE2, like Claymore, C4, WP grenade or stuff. Some of them with JSRS 1.3 will make the explosive sounds awkward and non-matchings (like claymore explosive noise will making hundreds of satchel charges sounds, that's very cheesy to hear). I think you should keep polishing with them if you're adding sounds replacement for ACE2 as well.

Yah I had some trouble with some explosions. In ACE, when an helicopter craches and explode, the sounds it far too loud. Without ACE its not, its ok. Don't know what behind that, but I guess I find the entry.

Satchels have already new sounds with the ACE_explosions_c.pbo. Claymore, C4 and all other stuff will follow of course ;)

Thanks guys ;)

Jarhead

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Glad Six Config browser is useful for you guys! I know it has been very useful for ACE and CBA development!

There's a couple of hidden features including easy diffing of classes between different versions, or similar classes.

Or checking Extended EventHandlers associated with a class.

Check the documentation @ http://six.dev-heaven.net/wagn/Six_Config_Browser

The back-end can also be used to generate configs or bits of configs dynamically, it is for instance how I generate the eXtended EventHandler configs;

https://github.com/sickboy/cba/blob/develop/addons/extended_eventhandlers/CfgEventHandlers.hpp

https://github.com/sickboy/cba/blob/develop/addons/extended_eventhandlers/CfgVehicles.hpp

Or ACE weaponboxes etc.

I also used it to document the differences between A2 and OA, and this helped us a lot when moving from ACE for A2 to ACE for OA :)

I'm also generating XML's for Jman's Persistent Player database ;)

However the back-end features were never really designed for public usage (crude setup, need to know the project / Ruby etc).

Feel free to provide feedback/requests at the issue tracker.

Edited by Sickboy

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Awesome Sickboy! Thank you for your efforts mate! This is helping alot! Its easier than just taking ACE apart to get the configs and look through them. Thats a huge database with all helpfull stuff we need! Thanks alot mate!

Oh and I made M3A1, UMP45, UMP45SD and M72A2 today ;) Thanks to Six Browser it was going really fast ;)

Jarhead

Edited by LordJarhead

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Yeah sure, np. Rip it apart :)

Main config, made from includes:

//qq = [] spawn {while{true}do{0 setRain rainlevel;sleep 0.25}}
//ONLY FOR INTERNAL USE. DO NOT SPREAD.
class CfgPatches {
class BiB_Ambience {
	units[] = {};
	weapons[] = {};
	requiredVersion=0.100000;
//		requiredAddons[] = {"CASounds","Takistan","Zargabad","MBG_Nam_C"};
	requiredAddons[] = {"CASounds","Takistan","Zargabad"};
	version = "2010-10-04";
	projectName = "BIB - Replacement Ambient Sounds";
	author = "CarlGustaffa";
};
};
class CfgEnvSounds {
#include "bib_amb_forest.hpp"
#include "bib_amb_hills.hpp"
#include "bib_amb_meadows.hpp"
#include "bib_amb_rain.hpp"
//	#include "bib_amb_sand.hpp" //Activate for desert like islands
#include "bib_amb_trees.hpp"
#include "bib_amb_wind.hpp"
#include "bib_amb_houses.hpp"
#include "bib_amb_sea.hpp" //sea or lake, not both
//	#include "bib_amb_lake.hpp" //sea or lake, not both

#include "bib_sfx_forest.hpp"
#include "bib_sfx_forestwind.hpp"
//	#include "bib_sfx_hills.hpp" //Activate only for hilly islands
#include "bib_sfx_meadows.hpp"
#include "bib_sfx_insects.hpp"
#include "bib_sfx_rain.hpp"
//	#include "bib_sfx_sand.hpp" //Activate for desert like islands
#include "bib_sfx_trees.hpp"
#include "bib_sfx_wind.hpp"
#include "bib_sfx_housesday.hpp"
#include "bib_sfx_housesnight.hpp"
#include "bib_sfx_houseswind.hpp"
#include "bib_sfx_sea.hpp"

#include "bib_one_birdsing.hpp"
#include "bib_one_chicken.hpp"
#include "bib_one_cock.hpp"
#include "bib_one_cow.hpp"
#include "bib_one_crow.hpp"
#include "bib_one_dog.hpp"
#include "bib_one_forestlark.hpp"
#include "bib_one_frog.hpp" //Deactivate for desert like islands
#include "bib_one_hedgesparrow.hpp"
#include "bib_one_nightingale.hpp"
#include "bib_one_owl.hpp"
#include "bib_one_seagull.hpp" //Deactivate for islands without a coast
//	#include "bib_one_goose1.hpp" //Deactivate for islands with a coast
//	#include "bib_one_goose2.hpp" //Deactivate for islands with a coast
#include "bib_one_skylark.hpp"
#include "bib_one_wolf.hpp"

#include "bib_one_forestbird.hpp"
#include "bib_one_woodpecker.hpp" //Activate only for islands based on woods
#include "bib_one_treebird.hpp" //Activate only for islands based on woods
#include "bib_one_littlebird.hpp" //Activate only for islands based on woods
#include "bib_one_junglebird.hpp" //Activate only for islands with jungle (debug activated for Chernarus)
//	#include "bib_one_desertbirds.hpp" //Activate only for islands with desert
#include "bib_one_horse.hpp"
//	#include "bib_one_mountaincreature.hpp" //Activate only for islands with desert
#include "bib_one_pig.hpp"
#include "bib_one_sheep.hpp"
};
class DefaultWorld;
class Weather;
class CfgWorlds {
class CAWorld: DefaultWorld {
	class Weather: Weather {
		class ThunderboltNorm {
			soundNear[] = {
				"\BiB_Ambience\Thunder\Thunder",
				25.622801,
				1
			};
			soundFar[] = {
				"\BiB_Ambience\Thunder\ThunderFar",
				10,
				1
			};
		};
		class ThunderboltHeavy {
			soundNear[] = {
				"\BiB_Ambience\Thunder\ThunderHeavy",
				20.622801,
				1
			};
			soundFar[] = {
				"\BiB_Ambience\Thunder\ThunderHeavyFar",
				10,
				1
			};
		};
	};
};
class CfgEnvSounds;
class Takistan: CAWorld {
	class EnvSounds: CfgEnvSounds {
		#include "bib_amb_forest.hpp"
		#include "bib_amb_hills.hpp"
		#include "bib_amb_meadows.hpp"
		#include "bib_amb_rain.hpp"
		#include "bib_amb_sand.hpp" //Activate for desert like islands
		#include "bib_amb_trees.hpp"
		#include "bib_amb_wind.hpp"
		#include "bib_amb_houses.hpp"
//			#include "bib_amb_sea.hpp" //sea or lake, not both
		#include "bib_amb_lake.hpp" //sea or lake, not both


		#include "bib_sfx_forest.hpp"
		#include "bib_sfx_forestwind.hpp"
		#include "bib_sfx_hills.hpp" //Activate only for hilly islands
		#include "bib_sfx_meadows.hpp"
		#include "bib_sfx_insects.hpp"
		#include "bib_sfx_rain.hpp"
		#include "bib_sfx_sand.hpp" //Activate for desert like islands
		#include "bib_sfx_trees.hpp"
		#include "bib_sfx_wind.hpp"
		#include "bib_sfx_housesday.hpp"
		#include "bib_sfx_housesnight.hpp"
		#include "bib_sfx_houseswind.hpp"
		#include "bib_sfx_lake.hpp"

		#include "bib_one_birdsing.hpp"
		#include "bib_one_chicken.hpp"
		#include "bib_one_cock.hpp"
		#include "bib_one_cow.hpp"
		#include "bib_one_crow.hpp"
		#include "bib_one_dog.hpp"
		#include "bib_one_forestlark.hpp"
//			#include "bib_one_frog.hpp" //Deactivate for desert like islands
		#include "bib_one_hedgesparrow.hpp"
		#include "bib_one_nightingale.hpp"
		#include "bib_one_owl.hpp"
//			#include "bib_one_seagull.hpp" //Deactivate for islands without a coast
		#include "bib_one_goose1.hpp" //Deactivate for islands with a coast
		#include "bib_one_goose2.hpp" //Deactivate for islands with a coast
		#include "bib_one_skylark.hpp"
		#include "bib_one_wolf.hpp"

		#include "bib_one_forestbird.hpp"
//			#include "bib_one_woodpecker.hpp" //Activate only for islands based on woods
//			#include "bib_one_treebird.hpp" //Activate only for islands based on woods
//			#include "bib_one_littlebird.hpp" //Activate only for islands based on woods
		#include "bib_one_junglebird.hpp" //Activate only for islands with jungle (debug activated for Chernarus)
		#include "bib_one_desertbirds.hpp" //Activate only for islands with desert
		#include "bib_one_horse.hpp"
		#include "bib_one_mountaincreature.hpp" //Activate only for islands with desert
		#include "bib_one_pig.hpp"
		#include "bib_one_sheep.hpp"
	};
};
class Zargabad: CAWorld {
	class EnvSounds: CfgEnvSounds {
		#include "bib_amb_forest.hpp"
		#include "bib_amb_hills.hpp"
		#include "bib_amb_meadows.hpp"
		#include "bib_amb_rain.hpp"
		#include "bib_amb_sand.hpp" //Activate for desert like islands
		#include "bib_amb_trees.hpp"
		#include "bib_amb_wind.hpp"
		#include "bib_amb_houses.hpp"
//			#include "bib_amb_sea.hpp" //sea or lake, not both
		#include "bib_amb_lake.hpp" //sea or lake, not both

		#include "bib_sfx_forest.hpp"
		#include "bib_sfx_forestwind.hpp"
		#include "bib_sfx_hills.hpp" //Activate only for hilly islands
		#include "bib_sfx_meadows.hpp"
		#include "bib_sfx_insects.hpp"
		#include "bib_sfx_rain.hpp"
		#include "bib_sfx_sand.hpp" //Activate for desert like islands
		#include "bib_sfx_trees.hpp"
		#include "bib_sfx_wind.hpp"
		#include "bib_sfx_housesday.hpp"
		#include "bib_sfx_housesnight.hpp"
		#include "bib_sfx_houseswind.hpp"
		#include "bib_sfx_lake.hpp"

		#include "bib_one_birdsing.hpp"
		#include "bib_one_chicken.hpp"
		#include "bib_one_cock.hpp"
		#include "bib_one_cow.hpp"
		#include "bib_one_crow.hpp"
		#include "bib_one_dog.hpp"
		#include "bib_one_forestlark.hpp"
//			#include "bib_one_frog.hpp" //Deactivate for desert like islands
		#include "bib_one_hedgesparrow.hpp"
		#include "bib_one_nightingale.hpp"
		#include "bib_one_owl.hpp"
//			#include "bib_one_seagull.hpp" //Deactivate for islands without a coast
		#include "bib_one_goose1.hpp" //Deactivate for islands with a coast
		#include "bib_one_goose2.hpp" //Deactivate for islands with a coast
		#include "bib_one_skylark.hpp"
		#include "bib_one_wolf.hpp"

		#include "bib_one_forestbird.hpp"
//			#include "bib_one_woodpecker.hpp" //Activate only for islands based on woods
//			#include "bib_one_treebird.hpp" //Activate only for islands based on woods
//			#include "bib_one_littlebird.hpp" //Activate only for islands based on woods
		#include "bib_one_junglebird.hpp" //Activate only for islands with jungle (debug activated for Chernarus)
		#include "bib_one_desertbirds.hpp" //Activate only for islands with desert
		#include "bib_one_horse.hpp"
		#include "bib_one_mountaincreature.hpp" //Activate only for islands with desert
		#include "bib_one_pig.hpp"
		#include "bib_one_sheep.hpp"
	};
};
/*
class MBG_Nam: CAWorld {
	class EnvSounds: CfgEnvSounds {
		class Default {
			sound[] = {
				"\BiB_Ambience\NoSound",
				0,
				1
			};
			soundNight[] = {
				"\BiB_Ambience\NoSound",
				0,
				1
			};
		}; //Clears the default, I hope...
		#include "bib_amb_jungleforest.hpp"
		#include "bib_amb_hills.hpp"
		#include "bib_amb_jungleclearing.hpp"
		#include "bib_amb_rain.hpp"
//			#include "bib_amb_sand.hpp" //Activate for desert like islands
		#include "bib_amb_trees.hpp"
		#include "bib_amb_wind.hpp"
		#include "bib_amb_houses.hpp"
//			#include "bib_amb_sea.hpp" //sea or lake, not both
		#include "bib_amb_lake.hpp" //sea or lake, not both

		#include "bib_sfx_forest.hpp"
		#include "bib_sfx_forestwind.hpp"
//			#include "bib_sfx_hills.hpp" //Activate only for hilly islands
		#include "bib_sfx_meadows.hpp"
		#include "bib_sfx_insects.hpp"
		#include "bib_sfx_rain.hpp"
//			#include "bib_sfx_sand.hpp" //Activate for desert like islands
		#include "bib_sfx_trees.hpp"
		#include "bib_sfx_wind.hpp"
		#include "bib_sfx_housesday.hpp"
		#include "bib_sfx_housesnight.hpp"
		#include "bib_sfx_houseswind.hpp"
		#include "bib_sfx_lake.hpp"

		#include "bib_one_birdsing.hpp"
		#include "bib_one_chicken.hpp"
		#include "bib_one_cock.hpp"
//			#include "bib_one_cow.hpp"
		#include "bib_one_crow.hpp"
		#include "bib_one_dog.hpp"
		#include "bib_one_forestlark.hpp"
		#include "bib_one_frog.hpp" //Deactivate for desert like islands
		#include "bib_one_hedgesparrow.hpp"
		#include "bib_one_nightingale.hpp"
		#include "bib_one_owl.hpp"
//			#include "bib_one_seagull.hpp" //Deactivate for islands without a coast
//			#include "bib_one_goose1.hpp" //Deactivate for islands with a coast
//			#include "bib_one_goose2.hpp" //Deactivate for islands with a coast
		#include "bib_one_skylark.hpp"
//			#include "bib_one_wolf.hpp"

		#include "bib_one_forestbird.hpp"
		#include "bib_one_woodpecker.hpp" //Activate only for islands based on woods
		#include "bib_one_treebird.hpp" //Activate only for islands based on woods
		#include "bib_one_littlebird.hpp" //Activate only for islands based on woods
		#include "bib_one_junglebird.hpp" //Activate only for islands with jungle (debug activated for Chernarus)
		#include "bib_one_desertbirds.hpp" //Activate only for islands with desert
//			#include "bib_one_horse.hpp"
//			#include "bib_one_mountaincreature.hpp" //Activate only for islands with desert
		#include "bib_one_pig.hpp"
//			#include "bib_one_sheep.hpp"

		#include "bib_one_snakes.hpp"
		#include "bib_one_gnatcatcher.hpp"
		#include "bib_one_gibbon.hpp"
		#include "bib_one_macaw.hpp"
//			#include "bib_one_sheep.hpp"
//			#include "bib_one_sheep.hpp"
//			#include "bib_one_sheep.hpp"
	};
};
*/
};

Sea, used for Chernarus and Utes:

class Sea {
name = "BIB_sea";
sound[] = {
	"\BiB_Ambience\AmbientSounds\Sea_Day",
	0.77828,
	1
};
volume = "0.4*(sea)*(1-night)*(windy factor [1,0.4])";
};
class SeaNight {
name = "BIB_seanight";
sound[] = {
	"\BiB_Ambience\AmbientSounds\Sea_Night",
	1.27828,
	1
};
volume = "0.5*(sea)*(night)*(windy factor [1,0.4])";
};
class Sea_Windy {
name = "BIB_sea_windy";
sound[] = {
	"\BiB_Ambience\AmbientSounds\Sea_Day_Windy",
	0.77828,
	1
};
volume = "0.5*(sea)*(1-night)*(windy factor [0.4,1])";
};
class SeaNight_Windy {
name = "BIB_seanight_windy";
sound[] = {
	"\BiB_Ambience\AmbientSounds\Sea_Night_Windy",
	1.27828,
	1
};
volume = "0.6*(sea)*(night)*(windy factor [0.4,1])";
};

Lake, used for islands that have bodies of water that is not sea. Only file varies I think:

class Sea {
name = "BIB_sea";
sound[] = {
	"\BiB_Ambience\AmbientSounds\Lake_Day",
	0.77828,
	1
};
volume = "0.2*(sea)*(1-night)*(windy factor [1,0.4])";
};
class SeaNight {
name = "BIB_seanight";
sound[] = {
	"\BiB_Ambience\AmbientSounds\Lake_Night",
	1.27828,
	1
};
volume = "0.3*(sea)*(night)*(1-(windy factor [0.4,1]))";
};
class Sea_Windy {
name = "BIB_sea_windy";
sound[] = {
	"\BiB_Ambience\AmbientSounds\Lake_Day_Windy",
	0.77828,
	1
};
volume = "0.3*(sea)*(1-night)*(windy factor [0.4,1])";
};
class SeaNight_Windy {
name = "BIB_seanight_windy";
sound[] = {
	"\BiB_Ambience\AmbientSounds\Lake_Night_Windy",
	1.27828,
	1
};
volume = "0.4*(sea)*night*(windy factor [0.4,1])";
};

Since we discussed rain earlier, here is the ambient portion of my rain config. Note the rather extreme multiplier used to counter the "volume war", and all the futile attempts that are commented out :)

class Rain {
sound[] = {
	"\BiB_Ambience\AmbientSounds\Rain_Day_Light",
//		"\BiB_Ambience\AmbientSounds\Meadow_Day",
	0.257828,
	1
};
//	volume = "(((2*rain) min 1)+(1-(2*rain) min 0))*(1-(houses factor [0.75,1]))*(1-forest)*(1-sea)";
//	volume = "(1-((houses-0.74)*4))*(1-forest)*(1-sea)*(2*(rain factor[0,1]) min (rain factor[1,0]))";
//	volume = "(1-houses)*(1-forest)*(1-sea)*(2*((rain factor[0,1]) min (rain factor[1,0])))";
//	volume = "(1-houses)*(1-forest)*(1-sea)*(((2*rain) min 1)+(1-(2*rain) min 0))";
//	volume = "(((2*rain) min 1)+(1-(2*rain) min 0))";
volume = "3*((1-houses)*(1-forest)*(1-sea) min 0.3)*(((2*rain) min 1)+(1-(2*rain) min 0))";
};
class RainHeavy {
sound[] = {
	"\BiB_Ambience\AmbientSounds\Rain_Day_Heavy",
//		"\BiB_Ambience\AmbientSounds\Meadow_Night",
	0.277828,
	1
};
//	volume = "(2*((0.5 max rain)-0.5))*(1-(houses factor [0.75,1]))*(1-forest)*(1-sea)";
//	volume = "(1-((houses-0.75)*4))*(1-forest)*(1-sea)*(rain factor[0.5,1.0])";
//	volume = "(1-houses)*(1-forest)*(1-sea)*(rain factor[0.5,1.0])";
//	volume = "(rain factor[0.5,1.0])";
//	volume = "3*((1-houses)*(1-forest)*(1-sea) min 0.3)*(rain factor[0.5,1.0])";
volume = "5*((1-forest)*(1-sea) min 0.3)*(rain factor[0.5,1.0])";
};
class RainForestLight {
name = "BIB_rainforestlight";
sound[] = {
	"\BiB_Ambience\AmbientSounds\Rain_Forest_Light",
//		"\BiB_Ambience\NoSound",
	0.257828,
	1
};
//	volume = "(((2*rain) min 1)+(1-(2*rain) min 0))*(forest)";
//	volume = "(1-houses)*(1-sea)*(forest)*(2*((rain factor[0,1]) min (rain factor[1,0])))";
volume = "3*0.7*(1-houses)*(1-sea)*(forest)*(((2*rain) min 1)+(1-(2*rain) min 0))";
};
class RainForestHeavy {
name = "BIB_rainforestheavy";
sound[] = {
	"\BiB_Ambience\AmbientSounds\Rain_Forest_Heavy",
//		"\BiB_Ambience\NoSound",
	0.277828,
	1
};
//	volume = "(2*((0.5 max rain)-0.5))*(forest)";
volume = "3*0.7*(1-houses)*(1-sea)*(forest)*(rain factor[0.5,1.0])";
};
class RainHousesLight {
name = "BIB_rainhouseslight";
sound[] = {
	"\BiB_Ambience\AmbientSounds\Rain_House_Light",
//		"\BiB_Ambience\NoSound",
	0.257828,
	1
};
//	volume = "(((2*rain) min 1)+(1-(2*rain) min 0)) * (houses factor [0.75,1])";
//	volume = "(1-forest)*(1-sea)*(houses)*(2*((rain factor[0,1]) min (rain factor[1,0])))";
volume = "3*0.3*(1-forest)*(1-sea)*(houses)*(((2*rain) min 1)+(1-(2*rain) min 0))";
};
class RainHousesHeavy {
name = "BIB_rainhousesheavy";
sound[] = {
	"\BiB_Ambience\AmbientSounds\Rain_House_Heavy",
//		"\BiB_Ambience\NoSound",
	0.277828,
	1
};
//	volume = "(2*((0.5 max rain)-0.5)) * (houses factor [0.75,1])";
volume = "3*0.3*(1-forest)*(1-sea)*(houses)*(rain factor[0.5,1.0])";
};
class RainSeaLight {
name = "BIB_rainsea_light";
sound[] = {
	"\BiB_Ambience\AmbientSounds\Rain_Sea_Light",
//		"\BiB_Ambience\NoSound",
	0.257828,
	1
};
//	volume = "(((2*rain) min 1)+(1-(2*rain) min 0))*(sea)";
//	volume = "(1-forest)*(1-houses)*(sea)*(2*((rain factor[0,1]) min (rain factor[1,0])))";
//	volume = "0.7*(1-forest)*(1-houses)*(sea)*(((2*rain) min 1)+(1-(2*rain) min 0))";
volume = "3*0.5*(sea)*(((2*rain) min 1)+(1-(2*rain) min 0))";
};
class RainSeaHeavy {
name = "BIB_rainsea_heavy";
sound[] = {
	"\BiB_Ambience\AmbientSounds\Rain_Sea_Heavy",
//		"\BiB_Ambience\NoSound",
	0.277828,
	1
};
//	volume = "(2*((0.5 max rain)-0.5))*(sea)";
//	volume = "0.7*(1-forest)*(1-houses)*(sea)*(rain factor[0.5,1.0])";
volume = "3*0.5*(sea)*(rain factor[0.5,1.0])";
};

Again, these are only the ambient sounds, everything in stereo and works fine (for me). Sfx portion of sounds (has to be mono), I left out of this.

It's unlikely to work out okay simply by copying and pasting the configs, but should provide some ideas how to organize it.

Hey mate,

I work with your configs now, but I'm a little stock here. I have no idea how the SFX configs should loke like, or the "one" configs. Is there maybe a way you could handle me all hpp files over? Would save me a lot of time. And you a couple of dumb questions.^^

Thanks matey,

Jarhead

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So, I just want to show you the Tac50 I made. I love it. So this will be in 1.4 for ACE ;)

cmoDQkituc0?hd=1

Have fun,

Jarhead

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When that fire kicked in the speakers got a pounding ... and that was without any Xfi enhancement I normally switch on :)

The weapon sounds you are creating make it so you really want to focus more on a certain weapon and a mission with it than generic sounds and picking something that's "nice looking". I would create a mission using that weapon alone just becuase of this sound-mod.

Am I correct in assuming that the night version is dampened with less thump/punch than the day version? Or was that just a variation triggered, and just by chance it was the night capture for the vid?

Edited by mrcash2009

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When that fire kicked in the speakers got a pounding ... and that was without any Xfi enhancement I normally switch on :)

The weapon sounds you are creating make it so you really want to focus more on a certain weapon and a mission with it than generic sounds and picking something that's "nice looking". I would create a mission using that weapon alone just becuase of this sound-mod.

Am I correct in assuming that the night version is dampened with less thump/punch than the day version? Or was that just a variation triggered, and just by chance it was the night capture for the vid?

The last shot was the SD version. And really, I was suprised how loud this gun really is in SD. Even with an silencer of a huge size, the big bullet still cause alot of noise. Anyways, the SD weapon is only hearable around 100 meters and after that I create a small sd noise for distance up to 200 meters.

Thanks for you comment mate ;)

Jarhead

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Nope, but I'm in the finishing phase and as I mentioned one page back, I give you the ability to tell me all your sugestions or ideas.

So, GP-25? Alright ;)

Jarhead

in this video from 4.35 minutes to 5.40 minutes shoot with GP-25

http://www.youtube.com/watch?v=iQKgtDUGjZs&oref=http%3A%2F%2Fwww.google.ru%2Fsearch%3Fq%3D%25D0%2591%25D0%25BE%25D0%25B9%2B27%2B09%2B2004%26tbo%3Dp%26tbm%3Dvid%26source%3Dvgc%26hl%3Dru%26aq%3Df

shoot with GP-25

Edited by Andy Mcnab

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The last shot was the SD version. And really, I was suprised how loud this gun really is in SD. Even with an silencer of a huge size, the big bullet still cause alot of noise. Anyways, the SD weapon is only hearable around 100 meters and after that I create a small sd noise for distance up to 200 meters.

Thanks for you comment mate ;)

Jarhead

Oh, have you heard it in real life? I found a few videos and it sounds very quiet, but maybe that's because of the camera. Is it really loud enough to have such a big echo?

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Oh, have you heard it in real life? I found a few videos and it sounds very quiet, but maybe that's because of the camera. Is it really loud enough to have such a big echo?

You ever tried to silence an .50BMG? Even because of the high pressure the bullet cause while exiting the barrel is intense. Sure, echo is taking from the normal shots, I make it a bit more bassless.But try to imagine to silence an M2HMG... :D

Dont worry guys, its only hearable around 75 - 100 meters and then fading into a really quiete distance sound.

Jarhead

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So, I just want to show you the Tac50 I made. I love it. So this will be in 1.4 for ACE ;)

[YOUTUBE]cmoDQkituc0?hd=1[YOUTUBE]

Have fun,

Jarhead

Holy shit!!! :eek:

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