twisted 128 Posted February 11, 2014 in dev branch i see Added: Battlefield sound objects. what the heck are these? Share this post Link to post Share on other sites
ceeeb 147 Posted February 11, 2014 They are battlefield sound objects :) They act as a point source of the sound of a distant battle, as used in the campaign missions. You can place them as objects in the mission editor or with scripts. Share this post Link to post Share on other sites
twisted 128 Posted February 11, 2014 They are battlefield sound objects :)They act as a point source of the sound of a distant battle, as used in the campaign missions. You can place them as objects in the mission editor or with scripts. oh nice. thanks for the info. Share this post Link to post Share on other sites
instagoat 133 Posted February 11, 2014 (edited) Is it correct that the Tanks do not have firing sounds anymore and that many gun sounds now suffer from massive volume overboost crackling? (When firing a gun on full auto, the sound gets saturated and in some cases consumed by static crackling, as if the game is sending too high a load to the output. I am not sure if this is recordable, I will try once I get my recording program to work again.) The mechanics clicking in the guns are also now extremely loud, not silenced by distance and ignore speed of sound. It's especially noticeable in the main menu for me when the firefight starts. The clicking of the bolts is much louder than the gun reports. Edit: Had the files validated and now the sounds work again. However, the volume crackling issue remains. At 100% volume and 75% it occurs, with two different sound systems, internal chip and a sound card. Edited February 11, 2014 by InstaGoat Share this post Link to post Share on other sites
Tonci87 163 Posted February 11, 2014 Is it correct that the Tanks do not have firing sounds anymore and that many gun sounds now suffer from massive volume overboost crackling? (When firing a gun on full auto, the sound gets saturated and in some cases consumed by static crackling, as if the game is sending too high a load to the output. I am not sure if this is recordable, I will try once I get my recording program to work again.)The mechanics clicking in the guns are also now extremely loud, not silenced by distance and ignore speed of sound. It's especially noticeable in the main menu for me when the firefight starts. The clicking of the bolts is much louder than the gun reports. Edit: Had the files validated and now the sounds work again. However, the volume crackling issue remains. At 100% volume and 75% it occurs, with two different sound systems, internal chip and a sound card. I´ve always had that happen (since Alpha) with certain guns (especially SMGs) if using 5.1. Share this post Link to post Share on other sites
bullet purveyor 85 Posted February 12, 2014 I have had that crackling issue since alpha as well. A good way to test it is using the cluster shell with artillery. The impact sounds of those sounds metallic, crackly, distorted or whatever you would call it. Share this post Link to post Share on other sites
instagoat 133 Posted February 12, 2014 The sound aliasing errors in tanks also still persist, as well as other electric sounding artifacts with some guns. I am wondering, is the sound filter system broken? Share this post Link to post Share on other sites
bigpickle 0 Posted February 15, 2014 Actually, in the latest version it seems LJ has managed to isolate the directionality issue and help alleviate the problem to a great degree. So I guess maybe it's not an engine problem so much as a vanilla ArmA 3 sound config problem? Because it occurs with vanilla sounds, too. Yeah i did too by going back to mono sounds. The sound aliasing errors in tanks also still persist, as well as other electric sounding artifacts with some guns. I am wondering, is the sound filter system broken? I used to believe there was a sound filter system but considering there is zero external occlusion, I cant see how there is a filter system without the main controlling factor. Share this post Link to post Share on other sites
Fushko 59 Posted February 18, 2014 Incredible, they are fixing sound related bugs that plagued the game since forever. I like where this is hopefully going. Share this post Link to post Share on other sites
bigpickle 0 Posted February 19, 2014 (edited) Incredible, they are fixing sound related bugs that plagued the game since forever. I like where this is hopefully going. where did you see that? I don't use dev anymore and couldn't find anything on the change logs. I really hope you don't just mean this one thing as fixing sound related bug Fixed: Sounds of gun shooting were not always played Edited February 19, 2014 by Bigpickle Share this post Link to post Share on other sites
Fushko 59 Posted February 19, 2014 where did you see that? I don't use dev anymore and couldn't find anything on the change logs.I really hope you don't just mean this one thing as fixing sound related bug Added: Sounds for changing fire modes of most gunsFixed: Changing pistol or rifle for binoculars now has sound in all stances Fixed: Healing yourself should now have a sound Changed: Sound attenuation in helicopters Added: Clicking sound for hiding text in UI Added: New sounds to various animations Fixed: Ambient noises of Van Fixed: Path to soldier fatigue sounds Various rockets have their launch sound improved Added: Sound for self-healing animations These are all taken from the recent changelogs Still nothing regarding sound aliasing, but there finally seems to be some progress on the audio front Share this post Link to post Share on other sites
Brisse 78 Posted February 19, 2014 "Added: Sounds for changing fire modes of most guns" That's nice but it seems bugged in my case. The sound originates from my spawn position, even when I move away from it. It does not follow me, so when I move away far enough from spawn, it becomes inaudible. Share this post Link to post Share on other sites
Bouben 3 Posted February 19, 2014 "Added: Sounds for changing fire modes of most guns"That's nice but it seems bugged in my case. The sound originates from my spawn position, even when I move away from it. It does not follow me, so when I move away far enough from spawn, it becomes inaudible. That is not the only case. I have found another sounds that behave like that but don't remember what they were. Share this post Link to post Share on other sites
Brisse 78 Posted February 19, 2014 DnA confirmed the problem in general devbranch thread. They are looking at it... :) Share this post Link to post Share on other sites
blackpixxel 53 Posted February 19, 2014 I don't know whether is was already discussed, but if someone reloads next to me in Multiplayer games and I turn myself, the reload-sound turns with me, so it stays for example on the right ear even if I turned myself 180°. Share this post Link to post Share on other sites
bigpickle 0 Posted February 19, 2014 http://youtu.be/NwDOgo53aWg Share this post Link to post Share on other sites
Brisse 78 Posted February 19, 2014 Nice demonstration. Let's hope it's not to hard to fix. Another thing about the selector switch sound is that it's slightly to loud in my opinion. Share this post Link to post Share on other sites
bigpickle 0 Posted February 19, 2014 (edited) Occlusion DNA, any news on it? Edited February 22, 2014 by Bigpickle Share this post Link to post Share on other sites
dnk 13 Posted February 20, 2014 I'd prefer environmental effects on sound (reverb, muffling, etc for different environments) over occlusion, given how short most sounds play already. Oh, and adjustments for pitch/etc based on position (front/side/rear). Share this post Link to post Share on other sites
bigpickle 0 Posted February 22, 2014 I'd prefer environmental effects on sound (reverb, muffling, etc for different environments) over occlusion, given how short most sounds play already. Oh, and adjustments for pitch/etc based on position (front/side/rear). Thanks mate :o I meant occlusion not ambient occlusion Share this post Link to post Share on other sites
atkins.a 10 Posted March 3, 2014 So when will we see (or actually hear in this case) some new VON fixes and features in the dev branch? Share this post Link to post Share on other sites
dale0404 5 Posted March 6, 2014 Can we please get this issue fixed: http://feedback.arma3.com/view.php?id=17531 It is to do with custom voice channels. Share this post Link to post Share on other sites
danil-ch 165 Posted March 11, 2014 Added sounds of bodies falling (based on surfaces) http://feedback.arma3.com/view.php?id=15114 Still no news about this issue? Share this post Link to post Share on other sites
Gutsnav 13 Posted March 13, 2014 The AH-99's HE rounds have no sound on impact... Can anyone confirm this? Share this post Link to post Share on other sites
CaptainObvious 95 Posted March 13, 2014 The AH-99's HE rounds have no sound on impact... Can anyone confirm this? Confirmed. Share this post Link to post Share on other sites