LordJarhead 1733 Posted July 7, 2011 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. Well, I think its an nice idea and a big possibility for soundmodders to have indoor and outdoor sounds for vehicleweapons... this would just be so freaky awesome, just imagine a shoot of an Sabot inside a tank while hearing the booom, the shell drops out, loading next one... :D ya ya I know^^ Just think about that, and at least I would say you don't HAVE TO use it, right? ;) Let's see whats taht all about... I guess there'll be alot of new stuff with that thing ;) Jarhead Share this post Link to post Share on other sites
SPC.Spets 21 Posted July 7, 2011 awesome! any beta to try it out? Share this post Link to post Share on other sites
-=anders=- 0 Posted July 7, 2011 Well, I think its an nice idea and a big possibility for soundmodders to have indoor and outdoor sounds for vehicleweapons... this would just be so freaky awesome, just imagine a shoot of an Sabot inside a tank while hearing the booom, the shell drops out, loading next one... :D ya ya I know^^Just think about that, and at least I would say you don't HAVE TO use it, right? ;) Let's see whats taht all about... I guess there'll be alot of new stuff with that thing ;) Jarhead Yeah, I only meant engine-sounds. :) Share this post Link to post Share on other sites
tpM 478 Posted July 7, 2011 We wont include any vehicle sounds, at least not dynamic ones... and only grenades will have distant sounds, not every explosive ammo (tracking every shell/rocket etc would have too much impact on performance). There is no beta. Share this post Link to post Share on other sites
hellfire257 3 Posted July 7, 2011 Can you give any more specifics on the performance aspect? Share this post Link to post Share on other sites
kuIoodporny 45 Posted July 8, 2011 Sound is chosen at the moment of firing, and there is no noticeable performance drop. Share this post Link to post Share on other sites
dingyisun 10 Posted July 10, 2011 tpM, this is exactly the sound configuration change that I've been waiting for since, well, my days of playing CWC. Keep up the excellent work, and bless you, dude. :D Share this post Link to post Share on other sites
solidsnake2384 10 Posted July 11, 2011 Sounds freaking awesome! Share this post Link to post Share on other sites
Archosaurusrev 12 Posted July 11, 2011 Yep, jsrs got beat. Sounds are very realistic and pleasing for the ear too :D. Share this post Link to post Share on other sites
dingyisun 10 Posted July 11, 2011 @tpM, question that just crossed my mind: will this also be integrated into the ACE_SM you work on at some point in the future, or will this be an entirely separate thing? Share this post Link to post Share on other sites
tpM 478 Posted July 11, 2011 What do you mean under integration? A weapon in ACSE will have a seperate sound for a certain range + environment. I'll use some sounds from ACE SM like explosions and weapon sounds as base for mid range shots, but I think ACSE will be superior to it. And please stop this "xy got beat" "this is better than xy". We are not competing here, just doing different stuff. :) Share this post Link to post Share on other sites
Archosaurusrev 12 Posted July 11, 2011 What do you mean under integration? A weapon in ACSE will have a seperate sound for a certain range + environment. I'll use some sounds from ACE SM like explosions and weapon sounds as base for mid range shots, but I think ACSE will be superior to it.And please stop this "xy got beat" "this is better than xy". We are not competing here, just doing different stuff. :) I'm just sayn', jsrs is good, but this is....new. Share this post Link to post Share on other sites
PTV-Jobo 821 Posted July 11, 2011 New doesn't mean to necessarily slap the face of others hard work and dedication to their respective projects. I doubt that is what you were trying to do, but even so. If someone enjoys this project and where it's headed, then one can offer praise without disrespecting others who are working and sharing with the community. :rolleyes: Anyways, I for one am really enjoying the the way this project is going. Lately it seems like between WarFX's sound beta, this and tpM's previous sound-based system for the echoes according to environment, people are challenging my view of what you can achieve with ArmA's sound setup as I didn't think any of these things were possible. Just goes to show how great the community is at surprising people with their discoveries and show just what is really capable even with current challenges and limitations. Pretty cool stuff indeed. :D I'm also really happy to hear that once perfected and functioning well in MP, that soundmod developers will be able to "plug" into this system and utilize it. Something tells me in the future, soundmods will grow even more intense. :D Share this post Link to post Share on other sites
purepassion 22 Posted July 11, 2011 I'm just sayn', jsrs is good, but this is....new. you dont know our secret weapon yet ;) besides these jokes i am really impressed by what you are able to accomplish, even with the numerous "engine-limits" can you choose completely different soundfiles for the different distances? Share this post Link to post Share on other sites
tpM 478 Posted July 11, 2011 can you choose completely different soundfiles for the different distances? Yes, as you can see in the video. Share this post Link to post Share on other sites
kremator 1065 Posted July 11, 2011 Yep, jsrs got beat. Be very careful. This is how mod makers get pissed off and decide to withdraw their wares. Share this post Link to post Share on other sites
Archosaurusrev 12 Posted July 11, 2011 Just to clear it up, I'm not bashing jsrs, I've been a jsrs user for as long as I can remember using sounds mods. Now ontopic, I'm pretty disappointed that vehicle sounds will not be included, although maybe in the future we can do that. Share this post Link to post Share on other sites
dingyisun 10 Posted July 11, 2011 What do you mean under integration? A weapon in ACSE will have a seperate sound for a certain range + environment. I'll use some sounds from ACE SM like explosions and weapon sounds as base for mid range shots, but I think ACSE will be superior to it. Got that. Sorry, what I meant was will this one day be the new ACE_SM (i.e. replace the ACE_SM), or will this be its standalone mod and I will have to disable ACE_SM to run this. ---------- Post added at 11:09 PM ---------- Previous post was at 11:08 PM ---------- Now ontopic, I'm pretty disappointed that vehicle sounds will not be included, although maybe in the future we can do that. You can run JSRS_V as a standalone, which is what I currently do, as I do find that mod to have some realistic reproductions of ground vehicular sounds. Share this post Link to post Share on other sites
DeclaredEvol 10 Posted July 12, 2011 The weapons up-close sound a little bit like my washing machine on this mod... but it isn't bad. I noticed, when I shot my first m16... it had a very quick kick sound and then a mind numbing bing. Very rough to listen to without getting used to it, I hope this helps out a little. I noticed a lot of sounds for video games don't exactly hurt... nor reach the real pitch volume. It usually sounds high pitch enough that it rings an ear drum. Share this post Link to post Share on other sites
tpM 478 Posted July 12, 2011 Just because we can add specific sounds for specific distance it doesnt mean we can also simulate a firearms real loudness and power. :P Share this post Link to post Share on other sites
Archosaurusrev 12 Posted July 12, 2011 Just because we can add specific sounds for specific distance it doesnt mean we can also simulate a firearms real loudness and power. :P Your "deafened" avatar states otherwise. Share this post Link to post Share on other sites
maturin 12 Posted July 12, 2011 You can run JSRS_V as a standalone, which is what I currently do, as I do find that mod to have some realistic reproductions of ground vehicular sounds. And don't forget all the terrifying stuff in JSRS_E Share this post Link to post Share on other sites
giorgygr 61 Posted July 12, 2011 (edited) And don't forget all the terrifying stuff in JSRS_E I loved JSRS soundmod from its very early stages..but (imho) the 'absolute-explosions' feeling belongs to ACE_SM. I think its 99% realistic,and its only strong point :/ ..and as i stated above: IMHO ;) Edited July 12, 2011 by GiorgyGR Share this post Link to post Share on other sites
DeclaredEvol 10 Posted July 14, 2011 (edited) Just because we can add specific sounds for specific distance it doesnt mean we can also simulate a firearms real loudness and power. :P I know that is true, but it is possible to raise the value of the pitch at middle to end of each shot... maybe I'm getting a little bit too foolish. But as for the high pitch ringing that players get when shooting without Earplugs on ACE... and if that is possible, then I am sure it is possible to create a loud sound for the guns. It may still not feel authentic enough, but part of the fun in guns is the loudness. In the sounds below, they are a part of a game I used to play back in the day called Infiltration 2.9 by Sentry Studios. They produced a free expansion from another game that introduced probably one of the first realistic warfare games around for the day and age. But notice the M249 in the second video, its got such a flush but loud high pitch pop to it... it drowns out all of the other sounds in game too. So on a game like ArmA 2, everything that people may be doing usually would not get drowned out by gunfire and vehicles. It almost seems like there is no TRUE range of sound on the game, idk if it is possible to actually make something like this... but check it out for starters. Listen to these sounds here, and these were done back in 2002 with OpenAL... + + Now don't get me wrong man, I think you're on the right track. And though you've found the right sounds for different distances, you've got to figure out what sounds are really accurate for the guns them selves. As you can see, in these videos... it is an old game that was around right before ArmA and Battlefield 2. But people figured out a way to make the gun sounds hit a perfect pitch or peek to make a players ears feel unfriendly. As you can tell, at different distances and around walls and buildings or trees... the sounds alter to different pitches so you know where the enemy may be shooting. Obviously ArmA 2 has some of this support already, but with what you've done it should be even better. Keep up the good work man, I'm not saying I don't like it ;) Edited July 14, 2011 by DeclaredEvol Share this post Link to post Share on other sites
LordJarhead 1733 Posted July 14, 2011 (edited) And don't forget all the terrifying stuff in JSRS_E What the hell is this time wrong?^^ Why do you think there is an modular system? We, or even I should keep my mouth shut... Edited July 14, 2011 by LordJarhead Share this post Link to post Share on other sites