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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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-Psycho-;2244011']Make a normal mission folder' date=' f.e. with a saved mission at zargabad. Next create three .sqf files and name it like my spoiler headers. If you had made this step simply c&p the content into them and start the mission.

The implementation into the existing jsrs structures... let this be my problem.

This example is only for you to test the environment of the script. If it do what you want we can put it into the strucutures and play a sound with it.

The script checks only the environment and give a true/false output for what ever we want to do with it. All following things are another one.

If you want to mix another sound over existing or play a complete other sound is possible.

btw: If i have to implemnet it in the existing structure you have to send me again the needed files to do so.

Since i had a new SSD all old files from jsrs edititng are away. ;-) Pls per email.

regards[/quote']

Script is on the way ;)

LJ

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You guys should definately cooperate even more!

Awesome what you do in just one day!

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Ok, tested it for a while now:

It seems to work fine so far, well, it does what it does. I was able to make the script say "Sound reflected by vehicle" when being close to an Tank. Also "Sound reflected by object" when being close to furnitures/wall (Which not always work, some wall are not affected), and "Sound reflected by building" is also possible. But I see its not making a difference between just being close to an building outside or being inside of it. In both ways the script triggered the same text "Sound reflected by building".

Now dont get me wrong, I gave all text messages a number like "Sound reflected1", "Sound reflected2" and so on, to see what text will come up where, so I can call them after the object which is reflecting the sound, but building stays building, no matter of in- or outside. Is that fixable?

Tested on most buildings around Zargabad...

Edited the object_finder.sqf

// by Psycho
private ["_p", "_pos", "_can_see_the_sky"];

if (!local player) exitWith {};
_p = player;
_pos = position player;

jsrs_holder_z = "HeliHEmpty" createVehicleLocal [0,0,0];


while {true} do {
sleep 0.2;
_building = [_p] call jsrs_fnc_nearestObject;

if (!isNil "_building") then {
	_box = boundingBox _building;
	_range = if (((_box select 1) select 0) > ((_box select 1) select 1)) then {((_box select 1) select 0)} else {((_box select 1) select 1)};

	if (_building isKindOf "Tank") then {
		if (_p distance _building < (_range + 3)) then {
			if (vehicle _p == _p) then {
				hintSilent "sound is reflected by vehicle";
			};
		};
	} else {
		if (_p distance _building < (_range + 5)) then {
			_building_high = (_box select 1) select 2;
			_player_altitude = (_p call jsrs_fnc_getHeightATL) + 1;

			if (([_box, _p, _building] call jsrs_fnc_checkBox) || ([_p] call jsrs_fnc_lineCheck2)) then {
				if (_building_high < _player_altitude) then {
					jsrs_holder_z setPosATL [(getPos _p select 0),(getPos _p select 1),((getPosATL _p select 2)  + 50)];
					_can_see_the_sky = if (lineIntersects [eyePos _p, position jsrs_holder_z]) then {false} else {true};
					if !(_can_see_the_sky) then {
						hintSilent "sound is reflected outside";
					};
				} else {
					hintSilent "sound is reflected by building";
				};
			};
		} else {
			if ([_p] call jsrs_fnc_lineCheck2) then {
				hintSilent "sound is reflected by object";
			};
		};
	};
} else {
	if ([_p] call jsrs_fnc_lineCheck2) then {
		hintSilent "sound is reflected3";
	};
};
sleep 0.3;
hintSilent "";
};

Another thing is: Can this script also detect the distance to that blocking object? Just because there is a wall 5 meters away, another sound shouldn't bash in really loud right away, it should get louder the closer I'am to that object... possible?

LJ

Edited by LordJarhead

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I think some walls don't work as they do not have a class (same as trees). If the object returns something, you have got the distance from

_p distance _building

(I think)

Then you can run that to a function to determine volume:)

Something like:

_dist = _p distance _building;

switch (true) do
{
   case (_dist < 1):
   {
       //play loudest sample
   };
   case (_dist < 2):
   {
       //play 2nd loudest sample
   };
   case (_dist < 3):
   {
       //play 3rd loudest sample
   };
   case (_dist < 4):
   {
       //play 4th loudest sample
   };
   case (_dist < 5):
   {
       //play quietest sample
   };
};

Edited by Das Attorney

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Nothing of this should be possible with this script cause it wasn't the target of functionality.

My target was to lacate most objects witch can reflect sound and not make a difference between inside and outside a building. I think i can rewrite it but my time is spent for other projects in WIP.

You have to find the balance between performance and "play so mutch sounds as i can".

If the performance is droped caused by to mutch script calculated sounds i think nobody will play this. A soundmod have to change the sound and not your frames. :rolleyes:

So make a compromise with your self and define before exactly what you want - a reflected sound or 5 diffrent reflected sounds.

regards

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Ok,

as mentioned, the only thing I would like to archive now is a working script which detects if the shooter is inside a building. Nothing more. I dont care atm if a building is next to me or what kind of vehicle in front... this is something for later idea. NOW I just need a script, which detects that a shooter is inside a building and if he is, what weapons he uses and when he fires the script plays another sound over the normal firing sounds at his location. Maybe with Say3D or so. That would be the only thing I really would like to test right now, nothing else...

LJ

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Yah, could be interesting, but to a later moment I believe. For now we should focus only on that inside building stuff. I guess we have some great scripts already we just need to tweak into that direction...

LJ

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Okay man,

Check this out. It's real nice and lightweight so shouldn't cause any probs. Just checks if you've got a roof over your head and plays a sound defined by you in cfgSounds. Please excuse the test sound, it's all I could find in wss format on my HD. If you could tell me where you plan to define the indoor sounds in your weapon configs, I can easily tie the script into playing the correct one per weapon.

Obv, it's just a little test script, so please feel free to mash it up. Hope it helps you :)

Mission download: http://www.gamefront.com/files/22518985/Detect_in_building2.Zargabad.7z

EDIT: If you have problems with that linky, please try: https://dl.dropbox.com/u/101800212/Detect_in_building2.Zargabad.7z

---------- Post added at 01:40 AM ---------- Previous post was at 01:08 AM ----------

Just checked a found a problem with say3D. It seems to wait until the current sound has finished before starting the new sound. Not very good for autofire as the sounds stack up. You can change:

_player say3D "uav_visual";

to

playSound "uav_visual";

in the building_sound.sqf and it works okay (plays new sound instantly). Not sure if playSound is okay for you though).

Edited by Das Attorney

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Okay man,

Check this out. It's real nice and lightweight so shouldn't cause any probs. Just checks if you've got a roof over your head and plays a sound defined by you in cfgSounds. Please excuse the test sound, it's all I could find in wss format on my HD. If you could tell me where you plan to define the indoor sounds in your weapon configs, I can easily tie the script into playing the correct one per weapon.

Obv, it's just a little test script, so please feel free to mash it up. Hope it helps you :)

Mission download: http://www.gamefront.com/files/22518985/Detect_in_building2.Zargabad.7z

EDIT: If you have problems with that linky, please try: https://dl.dropbox.com/u/101800212/Detect_in_building2.Zargabad.7z

---------- Post added at 01:40 AM ---------- Previous post was at 01:08 AM ----------

Just checked a found a problem with say3D. It seems to wait until the current sound has finished before starting the new sound. Not very good for autofire as the sounds stack up. You can change:

_player say3D "uav_visual";

to

playSound "uav_visual";

in the building_sound.sqf and it works okay (plays new sound instantly). Not sure if playSound is okay for you though).

OK, great!

Will test this asap.

LJ

EDIT:

Got it run and it works. Being inside a building causes an extra sounds getting played at player location. Problem: As you mentioned the script wait until the current sound has finished before starting the new sound. Tried to avoid that with SoundContinuous=0 but no difference. Tried with Say, Say2D and Say3D, makes no difference. First goal would be to fix that, I may have some ideas for it.

But two questions: Will this also work when AI is inside a building shooting? That would be important for the overall surrounding. And the other this would be to let the script play a certain sound for certain guns. Like M16_inside, M240_inside and so on. Is that possible?

I will send you the important stuff later so you can check how the current script is working (which works for AI and makes differences between weapons, maybe it'll give you some ideas??).

LJ

REEDIT:

Yes, works with PlaySound. Problem, the sound is pretty loud on my end, gotta check that.

Edited by LordJarhead

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@LJ, i had send you back the script included in existing jsrs files.

Your problems you have descrptioned above should be no longer exist's in these version.

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Alright, thanks to DasAttorney and Psycho, its working great so far ;)

So its working like it should, getting inside a building causes and extra loud echo sounds getting played. Also detects the weapon you use so each weapon has its own inside echo. My task is now to find/create the best inside echo's and make them fit to the rest. Also the sounds will be played no matter who's the gunner, so even AI have this sounds. Means: When you get under fire and the shooter is around 250 meter, you can say if he's in a building or not.

Now, creating, tweaking, fixing and testing are the main tasks... I will post a video of current progress of course ;)

Thanks alot to you guys again, you are awesome and you are the ones who really realized this mod. :) THANKS!

LJ

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-Psycho-;2244319']@LJ' date=' i had send you back the script included in existing jsrs files.

Your problems you have descrptioned above should be no longer exist's in these version.[/quote']

Wow, good work with that the AI and integration on that man :)

Glad JSRS is on the up!

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Ok, here we go:

IMMvcXgM650

As the title says, this is a quik test of the new feature of JSRS 1.5: InsideBuilding-Sounds. Means: If a shooter is inside a building, you can hear an extra loud echo sound. The sound is different for each gun.

Keep in mind, its just a test, none of these sounds will make it in the final version since they need to be tweaked alot to suit other surroundings and buildings (Wood buildings, Stone buildings, Hangers, Tower etc.).

Thanks for watching, hope you enjoyed ;)

LJ

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Repost for those who not scroll back^^

Ok, here we go:

IMMvcXgM650

As the title says, this is a quik test of the new feature of JSRS 1.5: InsideBuilding-Sounds. Means: If a shooter is inside a building, you can hear an extra loud echo sound. The sound is different for each gun.

Keep in mind, its just a test, none of these sounds will make it in the final version since they need to be tweaked alot to suit other surroundings and buildings (Wood buildings, Stone buildings, Hangers, Tower etc.).

Thanks for watching, hope you enjoyed ;)

LJ

Well, one of the problems I actually can see is, that the script looks if the player/shooter has a clear line to the sky. If not, its playing that sound. Means if you are in a building, you have that echo sound. But if you stand under a street lantern also, under a tree, under a tent, under a rock...

It'll be a hard challenge to create ONE sound for all these areas..... maybe we can define whats what? ...

LJ

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Shure, but needs lot of more traffic. (cause needs lineIntersectsWith too)

I recommend a performance test for this.

I send you tomorrow a edited version and you can test it with a large scale indor firefight. (Now you can begin to create a mission to test it ;-)

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-Psycho-;2244648']Shure' date=' but needs lot of more traffic. (cause needs lineIntersects[b']With[/b] too)

I recommend a performance test for this.

I send you tomorrow a edited version and you can test it with a large scale indor firefight. (Now you can begin to create a mission to test it ;-)

Copy that. Wanted to do such a test anyways. Also trying to test in MP later to see if we have a fluid sound when other players shot inside a building plus how it works client side only and so on.

AI has no problems with this at all it seem, the sound gets played really fluid and smoothly ;)

LJ

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Ok, here we go:

Do not quote videos!

As the title says, this is a quik test of the new feature of JSRS 1.5: InsideBuilding-Sounds. Means: If a shooter is inside a building, you can hear an extra loud echo sound. The sound is different for each gun.

Keep in mind, its just a test, none of these sounds will make it in the final version since they need to be tweaked alot to suit other surroundings and buildings (Wood buildings, Stone buildings, Hangers, Tower etc.).

Thanks for watching, hope you enjoyed ;)

LJ

:clap: :icon_dj::respekt:

Edited by Foxhound
removed quoted video

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Repost for those who not scroll back^^

Well, one of the problems I actually can see is, that the script looks if the player/shooter has a clear line to the sky. If not, its playing that sound. Means if you are in a building, you have that echo sound. But if you stand under a street lantern also, under a tree, under a tent, under a rock...

It'll be a hard challenge to create ONE sound for all these areas..... maybe we can define whats what? ...

LJ

Hmm that could be heavy on performance, should´nt be a problem for 2600k users (YaY) but old machines might have issues.

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Hmm that could be heavy on performance, should´nt be a problem for 2600k users (YaY) but old machines might have issues.

ATM its not that much heavy on performance, well, not at all to be honest. Its running really smooth, at least on my end. Also the AI works just fine with it. Well I can change the range of that sound so you only can hear it within 50 meters. Means only when you are in the same building you can hear that loud echo of other shooters. That'll safe alot of performance (I dont think 20 soldier would stay in one building and shooting like hell^^ ).

Overall its still a WIP thing and we really have to test this.

Oh and Tonci, it might be cool to test this with multiple players as well to an later moment. ;)

LJ

Edited by LordJarhead

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ATM its not that much heavy on performance, well, not at all to be honest. Its running really smooth, at least on my end. Also the AI works just fine with it. Well I can change the range of that sound so you only can hear it within 50 meters. Means only when you are in the same building you can hear that loud echo of other shooters. That'll safe alot of performance (I dont think 20 soldier would stay in one building and shooting like hell^^ ).

Overall its still a WIP thing and we really have to test this.

Oh and Tonci, it might be cool to test this with multiple players as well to an later moment. ;)

LJ

Don´t worry we can provide large player numbers.

By performance heavy I mean the check what you have above your head. If shooters standing under trees are playing the modified sound then a forest fight could really wreck performance. But I´m confident that Psychobastard knows what he is doing and that he will find a nice solution.

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