tpM 478 Posted July 6, 2011 (edited) Hi, The idea behind this Mod is to: - Get rid of BIS sound system limitations and shortcomings, - fix Speed of Sound problems, - add more variability to the sounds heard ingame depending on distance and environment, - work clientside, - use different sound when using ACE earplugs (muffled) and specific sound when firing last round in magazine, - support for different interior/exterior sounds in vehicles (weapons), - automatically detect 3rd party mods/weapons with custom sounds and let them be Its a scripted system, which can efficiently handle ~60 simultaneously fired shots in hearing range. Currently it has 5 distance parameters: 1 person, close, medium, far, distant pop and 6 environmental conditions: desert, desert with buildings nearby, woodland (terrains with lots of trees around), woodland with buildings nearby, forest, and indoor. Demonstration videos: Old: 2012.03.07: 2012.07.08: New: 2012.07.23 Edited July 23, 2012 by tpM update Share this post Link to post Share on other sites
kremator 1065 Posted July 6, 2011 'Sounds' great tpM. I take it that ACE won't be necessary, but additional? I reckon 60 sounds at once should be fine :) Share this post Link to post Share on other sites
kuIoodporny 45 Posted July 6, 2011 To run ACSE flawless, You'll mostly need to increase sound sample count in Your audio options. I recently tried out 3 Russian infantry squads firing madly. I had no problems with SoS, no choked samples - just perfect :) The issue with MP is that createVehicleLocal doesn't work as expected with ammo rounds. This means that enabling this system to work as advertised in MP will be very hard, if possible, thing to do. Share this post Link to post Share on other sites
Fox '09 14 Posted July 6, 2011 very excited to see this. The only barrier between Arma 2 and newer gen first person shooters is sound, and it has been broken with this addon. Share this post Link to post Share on other sites
giorgygr 61 Posted July 6, 2011 This 'new approach' (in conjunction with DSS)..is just WOW! :eek: Is there any hope this mod will officially replace ACE_SM? I love the explosions and bullet hit sounds of ACE_SM-but when comes to weapons...i just don't know :( -and the biggest problem is..servers that using ACE will not bother to use other addons (except for some community made Terrains maybe)-and ACRE. Share this post Link to post Share on other sites
maturin 12 Posted July 6, 2011 *giggles with glee* But is there a big performance hit on top of the sound sample requirement? Will it only work with those few sounds we've heard you guys release so far? Or could we install a version that would fix the speed of sound with ALL weapons. I would vote you mod of the year just for that. Share this post Link to post Share on other sites
tpM 478 Posted July 6, 2011 GiorgyGR: ACE SM is a standalone soundmod (you can use it without ACE), dont know what do you mean under "official replacement" :). Maturin: It'll require at least 48 sample count to work smoothly, but I dont think that will be a problem. I'm not sure if I understand your 2nd sentence. It'll affect most of (if not all) weapons, including ACEX ones. Share this post Link to post Share on other sites
maturin 12 Posted July 6, 2011 (edited) I'm not sure if I understand your 2nd sentence. It'll affect most of (if not all) weapons, including ACEX ones. Are you planning on just doing handheld weapons? Or vehicle weapons too? Because all sorts of sounds have speed of sound problems, playing instantly instead of being delayed. So if you don't create sounds for every odd cannon and launcher in the game, could you fix the speed of sound problems of all weapons anyways? Edited July 6, 2011 by maturin Share this post Link to post Share on other sites
Zorg_DK 10 Posted July 6, 2011 Great news, I like the DSS mod, and it looks like this takes it a step further. Thanks for the effort, and I hope you make it work in MP. If not, that's cool, I'll use it in SP then. Share this post Link to post Share on other sites
Archosaurusrev 12 Posted July 6, 2011 Awesome. Be sure to make all sounds realistic and loud as they are irl. I hate how sometimes in Arma some gun will be quiet and the other loud as hell, ruins the immersion imo. Share this post Link to post Share on other sites
kuIoodporny 45 Posted July 6, 2011 maturin: We're going to make all vanilla infantry and vehicle weapon sounds replaced just to make sure they have comparable loudness levels. I was working hard to incorporate features like better burst handling for multiple guns (for example ZU-23, ZSU-23, 2S6M), so even such issues should be improved. About 3rd party addons, making them compatible with ACSE would be easy as pie - otherwise they'll simply use their default sounds, so nothing should break there. Share this post Link to post Share on other sites
maturin 12 Posted July 6, 2011 Well that's just awesome. I like the sounds in the video, too. I suppose now that the sounds don't have to stand in for all ranges and conditions, you can be suitably thunderous with the close-up discharges. Share this post Link to post Share on other sites
tpM 478 Posted July 6, 2011 Speaking of vehicle weapons, it will be also possible to have different interior/exterior sounds for vehicle weapons like tank guns, gunship autocannons etc... Share this post Link to post Share on other sites
Archosaurusrev 12 Posted July 6, 2011 Speaking of vehicle weapons, it will be also possible to have different interior/exterior sounds for vehicle weapons like tank guns, gunship autocannons etc... Ofcourse not, everyone knows Arma2 is very unmoddable. /sarcasm Share this post Link to post Share on other sites
LordJarhead 1723 Posted July 6, 2011 Speaking of vehicle weapons, it will be also possible to have different interior/exterior sounds for vehicle weapons like tank guns, gunship autocannons etc... Mate, this is sounds great to me! With such a 'system' I would able to really create the sound I ever wanted to do! This is nice. Best of luck mates! Jarhead Share this post Link to post Share on other sites
sarge4267 16 Posted July 6, 2011 Hey I have a question and maybe I already have the answer but: automatically detect 3rd party mods/weapons with custom sounds and let them be, If I have a custom soundmod, does this mean that it inherits this system while using its own sound or will just be the soundmod without the system? maybe the answer?: It'll affect most of (if not all) weapons, including ACEX ones. And then last question: making them compatible with ACSE would be easy as pie - otherwise they'll simply use their default sounds, so nothing should break there. Does this mean that the soundmodmaker needs to make some script of some kind? or is it something other people can do? Share this post Link to post Share on other sites
tpM 478 Posted July 6, 2011 Other soundguys just need to make their sounds and config them the way they like. Share this post Link to post Share on other sites
giorgygr 61 Posted July 6, 2011 GiorgyGR:ACE SM is a standalone soundmod (you can use it without ACE), dont know what do you mean under "official replacement" :). Tnx tpM Heh..with the "official" expression i mean that every server (and maybe 90% of clients) who uses ACE,they do it with the help of SIX_updater or YOMA sync-and they get ACE_SM also by "Default" in a manner of speaking. Now..an extra SoundMod? I 'believe' in your vision..but my estimation will be at best 70-80% of clan/public ACE servers will NOT get in the trouble to integrate an EXTRA Soundmod (although this SM opens NEW possibilities) :( *Please excuse the poor use of English language..and i hope : 1)..either this will be the new "default" ACE_SM.. 2)..either my (sad) estimations will fail .. Thanks again Share this post Link to post Share on other sites
purepassion 22 Posted July 6, 2011 are the distance sounds generated or is it possible to add different sound samples? Share this post Link to post Share on other sites
TaskForce215 10 Posted July 7, 2011 (edited) Looks great! Will you be including helo and vehicle engine sounds as well or just weapons?? Edited July 7, 2011 by TaskForce215 Share this post Link to post Share on other sites
sarge4267 16 Posted July 7, 2011 Other soundguys just need to make their sounds and config them the way they like. ok thanks Share this post Link to post Share on other sites
-=anders=- 0 Posted July 7, 2011 This........................is.......................wonderful!!! Finally one code-guy who actually found out how to make this to what it should've been! Can't wait to try out the system! GJ! Share this post Link to post Share on other sites
dysta 10 Posted July 7, 2011 Yeah, it's a real amazing piece. This........................is.......................wonderful!!! Finally one code-guy who actually found out how to make this to what it should've been! Can't wait to try out the system! GJ! Hey anders, will you going to tweak or even make a new sound mod based on ACSE? I really like the sounds you've made with your mod. Share this post Link to post Share on other sites
-=anders=- 0 Posted July 7, 2011 ^^ Definately will sir! And u can count on that it wouldn't sound like my previous work, cause of the new playground for soundmaking. I've got some really nice ideas for distant sound fx with both gunshots and explosions. About people asking for vehicle sounds. I think u should skip this totally. Just aim for the guns, those are the ones that needs more freedom to aim at realism. The vehicle sound-system works allright as it is. And it's a REAL pain in the ass to add even more sounds to vehicles. Ask every arma2 sound-modder... This would never get released if they were bout to release with vehiclesounds based on this system anyways. Share this post Link to post Share on other sites