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Yeah, but don't you think it would be a bit weird hearing the "going into boresight view" sound from other players when there is no actual movement from them? A workaround would be just hearing it from your character, and only in first person.

Yes, it will be weird if this is the way they'll implement it. It should be accompanied by an animation or client side only.

A good example for going into boresight view sound effect:

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I just assumed that sounds added for the sake of tactile compensation would be local to the player actually doing it.

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I guess we need a list for missing sound effects, too. Added. Bigpickle, are there any other effects that are missing?

Check my signature for a few, "fired" Event Handler not broadcasting launchers is a big one, been hoping that would be fixed since Alpha.

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Thanks mate for the info, no mention of sadly sound occlusion.

Well, they mentioned that they're going to listen to feedback more :)

and sound occlusion is almost a basic feature in games. Firing inside a building shouldn't sound like firing on top of a mountain.

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Well, they mentioned that they're going to listen to feedback more :)

and sound occlusion is almost a basic feature in games. Firing inside a building shouldn't sound like firing on top of a mountain.

Pretty sure you're not talking about sound occlusion here. Sound occlusion is when sound is dampened by terrain or obstacles. I don't think many other games have this feature.

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Pretty sure you're not talking about sound occlusion here. Sound occlusion is when sound is dampened by terrain or obstacles. I don't think many other games have this feature.

Isn't a building an obstacle for sound?

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Good to hear that this is beeing worked on.

I have suggestions for improving vehicle sounds:
Currently we have only tires/tracks and the engine as sounds for the vehicle. But the gearbox and the cooling unit often also very audible.

The gearbox produces 2 main sounds: one is from the current drive-gear pair (dependant on which gear you currently have), and a fixed gear pair (e.g. finaldrive). Military vehicles use straight cut gears, which produce a distinctive "whine", even at low rotational speeds. The frequency of the whining depends on the rotational speeds of the gear pair, and the source of that whine is the high-frequent rattling of the gearteeth against each other.
Many manual gearbox cars whine when you drive in reverse - that's because they often have straight cut gears for the reverse gear pair.
Cars with reverse whine could be a potential (and easily accessable) samplesource for you.
Here are some video examples of gear whining:


(very smooth)
(the audible one is a fixed gear pair, otherwise the sound would change with each gearchange)

,


The distinctivness of the gearbox sound depends on where it sits and from which direction you listen to it. If you listen to it from the same direction the exaust blows it can get drowned by the loud engine/exhaust sound for example.
- you can hear gear switching down @0:44 and switching up @1:05.
Note that some of the whining/humming is comming from the big wheels. Tire humming sound for large and strongly profiled tires on hard ground are also completely lacking from arma.
,


,
aka "Strider". (1) is a good example how directional the sound behaves - first you hear the gearbox when its approaching, then cooling unit+ exhaust when you see it from the side/back (because their opening is on the back side). When it returns its gearbox+tires again.

This shows another problem with soundengine - Sounds can't be set up to be directional via config atm. Exhaust sounds should play louder and clearer in a cone behind the vehicle (or wherever the exhaust sits), and muffled and quieter if you are not inside the cone (with some blending inbetween). Same for other sounds. A universal system to setup directional sounds via config would be really helpfull in achieving better sounding vehicles and weapons.

Also the doppler effect seems to be missing from vehicles The most noticeable result is that it makes vehicle sounds feel fake and artificial when they are driving by. You just can't have good sounding drive by's or fly by's without doppler effect. Idk if this feature is present at all, i don't remember hearing it. (only an issue in splendid cam for player vehicles) Edited by x3kj

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I am missing the speed of sound simulation for vehicle sounds.

I can't stress this enough. It's very immersion-breaking being able to pin point helicopters/aircraft/vehicles from far away, as if their sound traveled at the speed of light.

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  • Braking sound

This sound is actually in there, but you need be quite fast (> 70kmh) and break very hard or do a sharp turn to hear it. Tires squeal on asphalt and do the appropriate "gravel" noise on gravel surfaces.

Just tested with the Hunter and the civilian sport hatchback. It's most easily testable in the latter because of its ridiculous speed.

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I'm very happy to hear that there will be more communication from those 3 heros of audio department

"We want to improve that, and try to be much more synchronized with players." -Oprep

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My only recommendation for now, is if the devs could please check out the Battlefield 2 mod, "Project Reality". That mod has some of the best sound design I've ever heard in any game, and would be a worthy goal to shoot for, as far as aesthetics goes.

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My only recommendation for now, is if the devs could please check out the Battlefield 2 mod, "Project Reality". That mod has some of the best sound design I've ever heard in any game, and would be a worthy goal to shoot for, as far as aesthetics goes.

Clearly, the Battlefield 3 and 4 has the most advanced audio system ever developed in game industry. So if devs should check something, it is BF3 and BF4. Not Project Reality. It might have nice, realistic samples, but the system itself isn't really special.

EDIT:

Sorry, I have just now realized that you were talking about aesthetics only. In that case, it is completely subjective and I have nothing to say against that.

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Also the doppler effect seems to be missing from vehicles The most noticeable result is that it makes vehicle sounds feel fake and artificial when they are driving by. You just can't have good sounding drive by's or fly by's without doppler effect. Idk if this feature is present at all, i don't remember hearing it.

totally agree. this should not be something you need a mod for. i hate to bring them up again because i really like them, but why do we have door sounds but no proper pain sounds? :p things like that missing are the reason why arma feels dead and sterile very often. it may not seem like a big feature but the impact of it is great.

Additions below in bold. Now that BIS has decided to invest effort in the sound department, I hope we could get a developer to update us what are their plans regarding the list of missing sounds and missing effects?

List of missing sounds (rolling list):

Infantry

  • Rifleand pistol lowering, lifting
  • Going into boresight view.
  • Turning on and off rifle flashlight/IR pointer
  • Turning on GPS
  • Sounds of turning on and off NVGs - for god's sake, Zeus even has it!
  • Sound of falling bodies
  • Screams when getting hit

Armour and Vehicles

  • Sounds for tank turret hydraulics (which were there since and OFP and disappeared in Arma 3)
  • Sounds for switching on and off view modes in weapon sights
  • Sounds for switching between optics modes and zoom levels in gunner and commander sights
  • Sound for knocked down trees
  • Sound for squashed bushes
  • Sound for impacting humans
  • Sound for impacting walls
  • Sound for impacting rocks
  • Braking sound
  • Turning headlights on and off
  • Splash sound when wheels impact a waterline (it was in OFP)
  • No impact sound when sitting in a vehicle that is hit. There should be different sounds for different calibers and those should change according to the type of armor the vehicle has, or lack of.

Multiple missing sounds in the engine: http://www.file-upload.net/download-..._1_26.txt.html -tanks kju

List of missing effects (rolling list):

  • Sound occulsion
  • Doppler effect for moving vehicles and aircraft

  • Speed of sound simulation for vehicles and aircraft

Edited by Variable

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Braking sound

As mentioned previously, that sound is actually still in there.

Unless you're talking about the actual sound of the driver's foot hitting the brakes and the brakes engaging, which obviously isn't present at the moment. Tyres screeching (pavement) and crunching (gravel) while braking still exists, but only happens when braking at high speed.

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As mentioned previously, that sound is actually still in there.

Unless you're talking about the actual sound of the driver's foot hitting the brakes and the brakes engaging, which obviously isn't present at the moment. Tyres screeching (pavement) and crunching (gravel) while braking still exists, but only happens when braking at high speed.

Oops, yeah, I forgot to remove that one. Thanks MadDogX.

Just been told that there are no track sounds for tanks. You hear only their engine and not the sounds of the tracks friction with the ground. Seems like tanks are suffering badly from missing sounds.

List of missing sounds (rolling list):

Infantry

  • Rifleand pistol lowering, lifting
  • Going into boresight view.
  • Turning on and off rifle flashlight/IR pointer
  • Turning on GPS
  • Sounds of turning on and off NVGs - for god's sake, Zeus even has it!
  • Sound of falling bodies
  • Screams when getting hit

Armour and Vehicles

  • Sounds for tank turret hydraulics (which were there since and OFP and disappeared in Arma 3)
  • Sounds for switching on and off view modes in weapon sights
  • Sounds for switching between optics modes and zoom levels in gunner and commander sights
  • Sound for knocked down trees
  • Sound for squashed bushes
  • Sound for impacting humans
  • Sound for impacting walls
  • Sound for impacting rocks
  • Sound for moving tank tracks and their friction with the ground (there's only the engine sound).
  • Turning headlights on and off
  • Splash sound when wheels impact a waterline (it was in OFP)
  • No impact sound when sitting in a vehicle that is hit. There should be different sounds for different calibers and those should change according to the type of armor the vehicle has, or lack of.

Multiple missing sounds in the engine: http://www.file-upload.net/download-..._1_26.txt.html - thanks kju

List of missing effects (rolling list):

  • Sound occulsion
  • Doppler effect for moving vehicles and aircraft

  • Speed of sound simulation for vehicles and aircraft

Edited by Variable

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Oops, yeah, I forgot to remove that one. Thanks MadDogX.

Just been told that there are no track sounds for tanks. You hear only their engine and not the sounds of the tracks friction with the ground. Seems like tanks are suffering badly from missing sounds.

List of missing sounds (rolling list):

Infantry

  • Rifleand pistol lowering, lifting
  • Going into boresight view.
  • Turning on and off rifle flashlight/IR pointer
  • Turning on GPS
  • Sounds of turning on and off NVGs - for god's sake, Zeus even has it!
  • Sound of falling bodies
  • Screams when getting hit

Armour and Vehicles

  • Sounds for tank turret hydraulics (which were there since and OFP and disappeared in Arma 3)
  • Sounds for switching on and off view modes in weapon sights
  • Sounds for switching between optics modes and zoom levels in gunner and commander sights
  • Sound for knocked down trees
  • Sound for squashed bushes
  • Sound for impacting humans
  • Sound for impacting walls
  • Sound for impacting rocks
  • Sound for moving tank tracks and their friction with the ground (there's only the engine sound).
  • Turning headlights on and off
  • Splash sound when wheels impact a waterline (it was in OFP)
  • No impact sound when sitting in a vehicle that is hit. There should be different sounds for different calibers and those should change according to the type of armor the vehicle has, or lack of.

Multiple missing sounds in the engine: http://www.file-upload.net/download-..._1_26.txt.html - thanks kju

List of missing effects (rolling list):

  • Sound occulsion
  • Doppler effect for moving vehicles and aircraft

  • Speed of sound simulation for vehicles and aircraft

a question: why not posting the full list from the the .txt file here in this forum?

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a question: why not posting the full list from the the .txt file here in this forum?

A lot of them are unclear/don't speak for themselves, I guess BIS can make more sense from kju's list than we do.

Here's another one to add to the list. Parachutes produce no sound.

Right!

List of missing sounds (rolling list):

Infantry

  • Rifleand pistol lowering, lifting
  • Going into boresight view.
  • Turning on and off rifle flashlight/IR pointer
  • Turning on GPS
  • Sounds of turning on and off NVGs - for god's sake, Zeus even has it!
  • Sound of falling bodies
  • Screams when getting hit
  • No sound during parachuting (wind, parachute fabric)

Armour and Vehicles

  • Sounds for tank turret hydraulics (which were there since and OFP and disappeared in Arma 3)
  • Sounds for switching on and off view modes in weapon sights
  • Sounds for switching between optics modes and zoom levels in gunner and commander sights
  • Sound for knocked down trees
  • Sound for squashed bushes
  • Sound for impacting humans
  • Sound for impacting walls
  • Sound for impacting rocks
  • Sound for moving tank tracks and their friction with the ground (there's only the engine sound).
  • Turning headlights on and off
  • Splash sound when wheels impact a waterline (it was in OFP)
  • No impact sound when sitting in a vehicle that is hit. There should be different sounds for different calibers and those should change according to the type of armor the vehicle has, or lack of.

Multiple missing sounds in the engine: http://www.file-upload.net/download-..._1_26.txt.html - thanks kju

List of missing effects (rolling list):

  • Sound occulsion
  • Doppler effect for moving vehicles and aircraft

  • Speed of sound simulation for vehicles and aircraft

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