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

179 members have voted

  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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Really, this Mod takes the whole ArmA experience to a new level !

There are only a few "must have" mods for ArmA and J.S.R.S. 1.4 is one of them ! :clap:

Two suggestions:

  • Reduce the sound of the jackets falling to ground

(Its a bit to loud, with most weapons you would not hear it but a cool effect anyway)

  • Reduce the ambient noice of the dog and chickens

(Its a bit strange if you are in a forest, and suddenly you hear chcicken and dogs)

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Really, this Mod takes the whole ArmA experience to a new level !

There are only a few "must have" mods for ArmA and J.S.R.S. 1.4 is one of them ! :clap:

Two suggestions:

  • Reduce the sound of the jackets falling to ground

(Its a bit to loud, with most weapons you would not hear it but a cool effect anyway)

  • Reduce the ambient noice of the dog and chickens

(Its a bit strange if you are in a forest, and suddenly you hear chcicken and dogs)

Now, first I want to thank you! This is how a constructive criticism have to look like. ;)

Yah, the sounds are just copy and paste work. Its my first work with the BIB_Ambience system by CarlGustaffa (Thanks again matey) So I will make an update for that. What do you mean with the falling jackets? You mean the shells? you can remove them easily by deleting the jsrs_shells.pbo and jsrs_shells_c.pbo in the AddOns folder. I will update them as well, so this is maybe an temporary advise ;)

Jarhead

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Oh, i like the effect because it gives the whole thing a more "action-movie" like feeling. But if you stand on muddy ground and hear the shells rattle it feels a bit too lound for some of the weapons, because with a normal assault rifle you would not hear the shells hitting the ground that lound. :)

About the ambient sounds:

Maybe you should remove the dog and chicken sounds, because there are dog sounds ingame you can place in the editor and by placing some chickens you can get this sound too.

So i think the soundmod should only do the ambient sounds like birds, wind or crickets. I can imagine that some mission-designers would like to place a barking dog only at specific locations for example.

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Hi Jarhead,

Only just got to test this out recently.

Well, all I can say is this is the first sound mod release in my entire history of playing Arma that I haven't mixed any other soundmods. I did normally switch a few pbo's as this mod got updated, but with this release I am happy as it all is, and i'm a fussy git!

I would agree on the comments about ambient animal sounds and reducing the casing shell sound a little (even though you can remove it manually).

The only other thing that I noticed was Huey chopper internal engine sound when inside seemed to be quite low, but, I dont care if that ever changed, I just switch to 3rd person for engine ear pummelling :)

I really like the care you have taken about the stereo field, and using stereo samples on ambient effects, which always helps with immersion, and the stereo field used on cracks, it just "opens up" the sound field more.

All in all mate this is THE mod for me now, one stop shop :)

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Oh, i like the effect because it gives the whole thing a more "action-movie" like feeling. But if you stand on muddy ground and hear the shells rattle it feels a bit too lound for some of the weapons, because with a normal assault rifle you would not hear the shells hitting the ground that lound. :)

About the ambient sounds:

Maybe you should remove the dog and chicken sounds, because there are dog sounds ingame you can place in the editor and by placing some chickens you can get this sound too.

So i think the soundmod should only do the ambient sounds like birds, wind or crickets. I can imagine that some mission-designers would like to place a barking dog only at specific locations for example.

I agree on that. SOme Ambient sounds seem out of place

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Now that I've played with the mod for (quite) a few hours, I'm inclined to agree with the ambient dogs/chickens suggestions above. There's also an ambient fly or wasp (deep buzzing) at night, which seems out of place too.

These are just minor fine tuning issues, the rest of the ambient environmental stuff is an absolute triumph, incredibly immersive. I'm with mrcash2009, this is the first time I've ever used just the one sound mod.

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Oh, i like the effect because it gives the whole thing a more "action-movie" like feeling. But if you stand on muddy ground and hear the shells rattle it feels a bit too lound for some of the weapons, because with a normal assault rifle you would not hear the shells hitting the ground that lound. :)

About the ambient sounds:

Maybe you should remove the dog and chicken sounds, because there are dog sounds ingame you can place in the editor and by placing some chickens you can get this sound too.

So i think the soundmod should only do the ambient sounds like birds, wind or crickets. I can imagine that some mission-designers would like to place a barking dog only at specific locations for example.

I agree on that. SOme Ambient sounds seem out of place

Yah I totally agree with you guys! But as mentioned, I had not much time to take care of the BIB_ambience technics. So I just copied and pasted sounds to the locations Carl was givin in the config. So there where entries for dogs and chickens, and I thought, these sounds will be played when a dog is really near by and not just radomly like they do atm. So I was out of time with the deadline i had, so there was no chance to fix that or even change some sounds. But I working on it right now. I will only have some Birds, Owl's, TreeBirds, LittleBirds, Skylark, Seagulls, Wolfs, Eagles, stuff like that you cant add to the game normally... so things we might not able to see, just hearing them.

Also I made a lot of these randomly played noises quieter! Fixed some of the stereo infield sounds for natural surounding, fixed some config entries and reworked the distant sounds for weapons as well. Ah damn, my coffee is cold now :D

So, next update will be big I guess. Also I reworked alot of frequencies in the environment sound samples to prevent some performance hits.

Stay tuned!

@mrcash2009 : I take a look on that huey and tell you about any changes...

Thanks alot matey!

Jarhead

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Anybody remember that owl you could hear at night in HiFi Soundmod? Scary as hell! Ask Mark about ambient sounds.

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BTW jarhead you might want to have a little look at the ambient sounds of the soundmod Elia soundmod called "eliassound2oa_s_environ.pbo".

http://www.armaholic.com/page.php?id=6207

It has people talking in Arabic and other town sounds only getting triggered at towns and building so I would assume the config has some kind of detect of built up zones to then switch to urban sounds (in your case dogs, chickens etc).

Not linking due to complaint or comparison, just the tech side of location detection, maybe whoever you are using for configs to check its config and find out how thats working.

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BTW jarhead you might want to have a little look at the ambient sounds of the soundmod Elia soundmod called "eliassound2oa_s_environ.pbo".

http://www.armaholic.com/page.php?id=6207

It has people talking in Arabic and other town sounds only getting triggered at towns and building so I would assume the config has some kind of detect of built up zones to then switch to urban sounds (in your case dogs, chickens etc).

Not linking due to complaint or comparison, just the tech side of location detection, maybe whoever you are using for configs to check its config and find out how thats working.

Well, dont worry mate, my config sytem (over 60 subconfigs) have exactly the same. I can make different sounds for each Island now. So takistan could sounds totally different than chernaruss and so on. But as mentioned, I had not much time to work with that config system and I have a lot to catch up now! So the Dog where just out of place, I can also let him bark only in forests, only in villages or only on meadows and such stuff. At the moment he was a randomly sfx everwhere on the land. So this is already fixed ;)

Jarhead

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Yes, it seems if you can nail a future proof fat config it covers all aspects.

I see your point, well, that's that sorted then :)

If I had to plop a request for later usage, knowing you have such a dynamic config, I would say adding some Arabic speaking "moments" dotted around towns would be good (children playing etc), again that mod links environment pbo shows a great example of it.

Also I dont think anyone has really changed or effected the "brushing passed bushes" sound, or ever fixed the constant sound loop if your stood next to a bush, maybe if you had time to flex on that area you could look at it. I know that rolling on the ground never triggered a sound but one soundmod recently scripted it to happen (anders if memory serves me right), unsure if that detail you could script in at a later date?

Anyway, all good, seems you have it well covered.

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Yes, it seems if you can nail a future proof fat config it covers all aspects.

I see your point, well, that's that sorted then :)

If I had to plop a request for later usage, knowing you have such a dynamic config, I would say adding some Arabic speaking "moments" dotted around towns would be good (children playing etc), again that mod links environment pbo shows a great example of it.

Also I dont think anyone has really changed or effected the "brushing passed bushes" sound, or ever fixed the constant sound loop if your stood next to a bush, maybe if you had time to flex on that area you could look at it. I know that rolling on the ground never triggered a sound but one soundmod recently scripted it to happen (anders if memory serves me right), unsure if that detail you could script in at a later date?

Anyway, all good, seems you have it well covered.

The brushing passed bushes thing is a pain in the ass atm. There is a loop as you mentioned, so hard to do a recent sound, but I have a nice idea ;) Thanks! Will take care of that.

The part with the children and such: I dont think most people would like that. I mean, some are annoyed by barking dogs which are not really there. So also this would maybe for children. But maybe we can extend this kind of idea sooner or later....

Jarhead

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I think the bushes thing is engine issue which I posted about ages ago, but if there was any new "sounds" that could trigger would be good like, twigs snapping etc. Another nice ideas is in forests the sound of fallen logs, twigs snapping (animals rustling and running) very minor but immersive small things.

Yeh the "populated" audio might be crap for some, so no big deal, if maybe later it was some kind of switchable pbo with "less populated" and "more populated" renditions.

I have been meaning to make my own soundmod which was dedicated to ambient only but the config side always put me off, so that's why Im throwing these ideas over ;)

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I would be really careful with adding new ambient sounds like children or talking people in town.

Because there are only a few situations where it would be cool but many where it could be annoying or just odd to hear such sounds.

In the end everyone can add some extra sounds to their missions, i think its not the job of J.S.R.S to provide ambient sounds for all those situations and special places. ;)

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Oh please no children, imagine hearing children playing during a firefight, THAT would sound out of place.

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You didn´t got it right Tonci.

If the "Children playing" Sound appears, all Weapons will be changed to SD. :D

EDIT : Or just imagine : T-90 comes up, "Children playing" Sound appears, and instead of Engine Sounds and Tracks rattling there will be Ice Wagon Music... :D :D

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I would be really careful with adding new ambient sounds like children or talking people in town.

Because there are only a few situations where it would be cool but many where it could be annoying or just odd to hear such sounds.

In the end everyone can add some extra sounds to their missions, i think its not the job of J.S.R.S to provide ambient sounds for all those situations and special places. ;)

Yap, I mentiond it would be annoying for some. So maybe an idea for something else than JSRS! Dont worry, no children :D

Jarhead

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You didn´t got it right Tonci.

If the "Children playing" Sound appears, all Weapons will be changed to SD. :D

EDIT : Or just imagine : T-90 comes up, "Children playing" Sound appears, and instead of Engine Sounds and Tracks rattling there will be Ice Wagon Music... :D :D

"Come on kiddies, who wants a load of russian destructi..... ah.... Icecream! Yah, Icecream! So US and RU fighting for the cheapiest prices around town! :D

LJ, can't you have this playing in all towns?

Hahaha, yah. OR some circus theme "Let the show begin!" :D

Jarhead

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Well I dont want to hear screaming childer because their parents didnt buy icecream. I want to hear bombs, rifles and maybe some little monkeys playing on the trees.

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Well I dont want to hear screaming childer because their parents didnt buy icecream. I want to hear bombs, rifles and maybe some little monkeys playing on the trees.

I m sure i heard monkeys on Lingor ambience btw

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hahaha, if there was Children added, that would remove half the reason I play it anyway (getting away temporarily from REAL kids :) ).

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