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Leopardi

AUDIO! Make it right this time!

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Sounds are more than the recordings, it's also how it's presented and how flexible the audio engine is.

Oblivion doesn't feature the best audio engine around, but it has a nice feature. If you stand next to a stream, the audio will be slightly muffled (guessing live EQ of sound based on player orientation) if you turn your back to it compared to if you're facing it. Also the stereo image doesn't go 100/0 on the strong/weak ear like it does in Arma. Something to look at?

Flexibility is another thing. Why are we forced to set volume in class definition (only)? Dealing with dynamic volume changes now requires constantly reattaching the sound source (locally for each player). Also all parameters should be available to everything (like ambient parameters available to vehicles, surface parameter available not only to ground vehicles but also air vehicles so we could have rolling sounds etc), and preferably these parameters should be able to obtain using script commands. Currently only a workaround exist for ambient parameters, haven't seen anything for vehicle parameters.

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Don't know if this has been stated. But sounds for crawling on different surfaces. I think right now there are only two sounds for this, one for off road, and one for on road. I would like to see a greater variety. Sounds for each surface in arma 3. Like for dirt, grass, leafs, sand, wet ground, cement, ect...

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