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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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Well, I'm typically in the 15-20 fps... :(

It does not mean that it will happen. But I cant say that you will experience the same fluid sound as I do... still its works of course. Even with 10 fps or less it works... but the game has not much resources left to say fast enough: "Ok, place a sound here, place one there, the next on here!" ^^ if you get my point lol

Well, I dont know if this is any help for you, but I going to release a non scripted version too, so this problem can be worked around (without the distance sounds, fps sounds, shoulder arrays and so on of course).

LJ

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How pronounced is the problem?

After all, FPS already affects many things. If your SAW gunner in MP is running at 15fps, his rate of fire will be drastically increased. Any AI under his control will have lower reaction times. It's just the reality of ArmA.

So I guess I'm saying that small discrepancies aren't the end of the world, so long as they aren't distracting. We low-FPS users know how to tolerate annoyances to play our favorite game.

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How pronounced is the problem?

After all, FPS already affects many things. If your SAW gunner in MP is running at 15fps, his rate of fire will be drastically increased. Any AI under his control will have lower reaction times. It's just the reality of ArmA.

So I guess I'm saying that small discrepancies aren't the end of the world, so long as they aren't distracting. We low-FPS users know how to tolerate annoyances to play our favorite game.

I know, felt the same way with my old sys or my current laptop. Well tbh, the script will do what it is supposed to do no matter what rate of FPS you have. But the game will place the sounds different, maybe in other rates of fire.

Its not that much of a problem, not at all. Its just I want even give low-FPS players the best experience with JSRS!

LJ

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Benchmark E08 with hight to very high settings; 5k viewdistance, a badly fragmented HDD and the following mods:

"-mod=C:\Spiele\ArmA 2;Expansion;ca;Expansion\beta;Expansion\beta\Expansion;@cba;@cba_a2;@cba_oa;@ace;@aceextra;@asr_ai;@tpwc_ai_sup;@tpw_ai_los;@acex;@proper;@acex_ru;@acex_usnavy;@brig_jsrs" -nosplash -noPause -skipIntro

gives me 38 FPS average

Arma 2 Benchmalr 01 gives me 27 FPS average

I guess that my FPS may drop to around twenty if I´m recording stuff but that shouldn´t make any problems as long as the CPU is able to keep up.

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Played yesterday on the new map Esbekistan. 3 hours gameplay with 200+ AI. 10.000 VD and I got with fraps down to 25-30. No irritations of sounds or anything. Still I noticed it sounds kinda strange when a lot of soldiers shoot the same time. I will provide a video to show the new 50m steps we made with the distances.

Some also mentioned that it is nearly impossible to locate a shooter with the help of the sonic-cracks. I for myself believe, its nearly impossible to say from where a shot came if you only hear the snap. Because you hear the bullet snap, not the gun. The Gun will be hear-able through the distanced sound... so you hear the snap and then a distanced sound of a gun which allows you to locate the shooter. Like in real life i suppose.

Still, I'm going to rework some of the sonic cracks and snaps. Tweak them a bit and delete other sounds out of them which were in there because of different background noises while recording. Also a video? Nah, you probably hate me for posting videos instead of the mod lol

LJ

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YOu are right, you can´t say where the shooter is from only hearing the sonic snap IRL. It´s just a SNAP over your head.

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Jarhead, if you are reworking the snaps, I will give you unsolicited advice.

In videos with good sonic cracks, the echo/reverb is about as loud as the initial shockwave itself. But remember that this is only because the camera cannot capture the true volume of the crack. So to the human ear, the echo is much quieter.

The Gun will be hear-able through the distanced sound... so you hear the snap and then a distanced sound of a gun which allows you to locate the shooter. Like in real life i suppose.

Yeah, just like real life.

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It does not mean that it will happen. But I cant say that you will experience the same fluid sound as I do... still its works of course. Even with 10 fps or less it works... but the game has not much resources left to say fast enough: "Ok, place a sound here, place one there, the next on here!" ^^ if you get my point lol

Well, I dont know if this is any help for you, but I going to release a non scripted version too, so this problem can be worked around (without the distance sounds, fps sounds, shoulder arrays and so on of course).

LJ

I'll probably try the scripted ones for kicks, and then revert to non scripted for performance/esthetics's reasons. This is also why I'm not running ACE/ACRE, as we're also using some home produced addons that are a it time critical (weather and visual fx related, rain needs to be controlled in short loops).

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Played yesterday on the new map Esbekistan. 3 hours gameplay with 200+ AI. 10.000 VD and I got with fraps down to 25-30. No irritations of sounds or anything. Still I noticed it sounds kinda strange when a lot of soldiers shoot the same time. I will provide a video to show the new 50m steps we made with the distances.

Some also mentioned that it is nearly impossible to locate a shooter with the help of the sonic-cracks. I for myself believe, its nearly impossible to say from where a shot came if you only hear the snap. Because you hear the bullet snap, not the gun. The Gun will be hear-able through the distanced sound... so you hear the snap and then a distanced sound of a gun which allows you to locate the shooter. Like in real life i suppose.

Still, I'm going to rework some of the sonic cracks and snaps. Tweak them a bit and delete other sounds out of them which were in there because of different background noises while recording. Also a video? Nah, you probably hate me for posting videos instead of the mod lol

LJ

lol no wonders, with 200 ai, shooting at same time, with 128 samples only. Of course some sounds will be eaten by themselves, if i'm not wrong. Kinda like if u try to play vanilla arma 2 with jsrs.

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Well playing the campaign isnt a problem at all. Works just fine. You guys remember the old "Compare" video I made with JSRS and Vanilla sound in that third campaign mission harvest red? I shall make this mission again just with the new effects...

LJ

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Well playing the campaign isnt a problem at all. Works just fine. You guys remember the old "Compare" video I made with JSRS and Vanilla sound in that third campaign mission harvest red? I shall make this mission again just with the new effects...

LJ

Can you do the Cobalt blues Mission from OA instead? It has a nice distant battle going on.

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Well, I dont know if this is any help for you, but I going to release a non scripted version too, so this problem can be worked around (without the distance sounds, fps sounds, shoulder arrays and so on of course).

LJ

Excellent news! My friend borrow my alienware laptop when we do some LAN arma at my place, and he is jealous of my sound. If you release an unscripted version my laptop can go JSRS too, he will be happy :)

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Excellent news! My friend borrow my alienware laptop when we do some LAN arma at my place, and he is jealous of my sound. If you release an unscripted version my laptop can go JSRS too, he will be happy :)

Hehe, its more about the disorientated sounds ingame, not about performance. You wont have much of performance hits because of the script and vise versa. So, using the unscripted version wont give you plus 50% or 25... I guess not even 10% ( we did not tested the unscripted version though, I could be wrong^^).

LJ

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Oh, ok I misunderstood you. I thought the scripted one used more sounds and demanded a proper soundcard, and the unscripted one would have less performance hit and I could use less than 128 samples. I guess I read what I want lol!

Maybe I should try JSRS on my laptop anyway to see :)

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Oh, ok I misunderstood you. I thought the scripted one used more sounds and demanded a proper soundcard, and the unscripted one would have less performance hit and I could use less than 128 samples. I guess I read what I want lol!

Maybe I should try JSRS on my laptop anyway to see :)

Well, kinda right you are indeed. But my concern is not the performance, it was the disoriented sound, strange overlaps and such which will be caused when you run low on FPS. If you use a nonscripted version of JSRS, you still will have almost the same rate of FPS, but without disorientated sounds, corze there is no script which could place them wrong because of a low performance. That would surely mean you could set up the AudioSamples to a lower level ;) You should try the latest JSRS 1.4.3 version and see how your laptop is handling. If you run smooth, you can be sure it will be much better in 1.5 since the Script is more extended and much improved.

LJ

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You tried changing / swapping the distance script alround to play only upclose sounds with it and using the main weapon config sounds to play the distance sounds insted. That way you can use the games audio engine effects to muffle the distance sounds in RT and reduce the amount of distance sounds playing as the script will be only playing when you are in the vicinity of that weapon being fired etc. I did this when i made the script but i cant remember if there was a problem with it and dropped the idea, but if you have more time than me then maybe you can make it work better. :)

Edited by Opticalsnare

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You tried changing / swapping the distance script alround to play only upclose sounds with it and using the main weapon config sounds to play the distance sounds insted. That way you can use the games audio engine effects to muffle the distance sounds in RT and reduce the amount of distance sounds playing as the script will be only playing when you are in the vicinity of that weapon being fired etc. I did this when i made the script but i cant remember if there was a problem with it and dropped the idea, but if you have more time than me then maybe you can make it work better. :)

Yah there is actually. Arma will play the scripted sound stereo within 50 - 75 meters. So if someone shooting to your left you still hear it both sides... after 75 meters it fine, but within not. Also we dont just have one single distance sound for a gun, we actually have over 20 ;) Small handarms like M16 and AK have 50 meter steps for sounds, so every 50 meter a new distance sound will be played. For all weapons! Means 1.470 sounds just for distanced gun shots (plus some extra stuff like firstperson sounds while in internal view and/or being inside a vehicle) ;)

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Means 1.470 sounds just for distanced gun shots (plus some extra stuff like firstperson sounds while in internal view and/or being inside a vehicle) ;)

(UT announcers voice) HOLY SHIT!!!111!!!

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Ok so to those that said i was going def ... BS, i have great hearing ... i found my problem...

my headset sucked.....

I recently purchased a Dolby 7.1 surround headset by Corsair...

I now have to have my effects volume at %35 OR my ears will bleed.....

I am taken aback... Here, all this time (many moons) I have thought that the games effects were just quiet. and that JSRS must made it quieter .. NOPE

I retract what i said about making the effects louder... And in turn ask that you to, Continue doing what your doing!! I cant wait, I got the ichies for v1.5.(or is that crabs?!?!)..

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Ok so to those that said i was going def ... BS, i have great hearing ... i found my problem...

my headset sucked.....

I recently purchased a Dolby 7.1 surround headset by Corsair...

I now have to have my effects volume at %35 OR my ears will bleed.....

I am taken aback... Here, all this time (many moons) I have thought that the games effects were just quiet. and that JSRS must made it quieter .. NOPE

I retract what i said about making the effects louder... And in turn ask that you to, Continue doing what your doing!! I cant wait, I got the ichies for v1.5.(or is that crabs?!?!)..

I knew it sounded strange what you have explained a while back, glad you found out your problem and could've fixed it ;)

LJ

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Jarhead, are you making any nice updates to shotguns? I imagine you could probably make a cool cocking sound that is first person only, using your first person script that triggers maybe 0,3 seconds after firing.

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Yah, shotguns will have some good firstperson sounds which makes them more powerful ;) I could make the cocking sound, but all shotguns are fullauto (Semishot without cocking) I believe...

LJ

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Yah, shotguns will have some good firstperson sounds which makes them more powerful ;) I could make the cocking sound, but all shotguns are fullauto (Semishot without cocking) I believe...

LJ

Unfortunately yes. You can rapid fire them if you´r finger is fast enough

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If you use the MOD one uses a different Arma.

Cool work.

I use the MOD at DayZ and it has thus become a very different game.

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