maddogx 13 Posted September 9, 2014 Is anyone else not hearing these alleged new sounds for raising and lowering rifles and pistols? They seem to be missing for me. No mods, local files verified via Steam. Share this post Link to post Share on other sites
neodammerung 8 Posted September 9, 2014 Is anyone else not hearing these alleged new sounds for raising and lowering rifles and pistols? They seem to be missing for me.It was added in 05-09-2014 changelog but I can't hear them either Share this post Link to post Share on other sites
tpw 2315 Posted September 10, 2014 It was added in 05-09-2014 changelog but I can't hear them either Yep I also can't hear them. Share this post Link to post Share on other sites
Variable 322 Posted September 10, 2014 Is anyone else not hearing these alleged new sounds for raising and lowering rifles and pistols? They seem to be missing for me.No mods, local files verified via Steam. Sigh... Unstriking the relevant entry. List of missing sounds (rolling list): Infantry Rifle and 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 Share this post Link to post Share on other sites
bigpickle 0 Posted September 10, 2014 doppler effect is in game already few more for you Missing sounds for falling bombs Configs Sample looping feature is broken (as per conversation with pettka in dev general) Sounds for shooting/bombing/shelling/grenade/etc into water are broken As for the change logs they are often aronius when it comes to audio. Share this post Link to post Share on other sites
maddogx 13 Posted September 10, 2014 As for the change logs they are often erroneous when it comes to audio. FTFY. ;) And yes, the dev builds seem to be missing files quite frequently. Share this post Link to post Share on other sites
bigpickle 0 Posted September 10, 2014 FTFY. ;)And yes, the dev builds seem to be missing files quite frequently. haha google bloody gave me that too, phhssww :p Share this post Link to post Share on other sites
Variable 322 Posted September 10, 2014 (edited) doppler effect is in game alreadyfew more for you Missing sounds for falling bombs Configs Sample looping feature is broken (as per conversation with pettka in dev general) Sounds for shooting/bombing/shelling/grenade/etc into water are broken As for the change logs they are often aronius when it comes to audio. Added missing sound of falling bombs and artillery shells and a new "Ammunition" title. The rest are bugs, not quite missing sounds per se... I don't think we want the list to turn to a general sound bug list. Regarding doppler - are you sure about that? I'm not entirely positive but I think it's absent when, for example, a vehicle is passing by. Maybe it's just not pronounced enough? List of missing sounds (rolling list): Infantry Rifle and 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) Ammunition Sound for falling bombs and artillery shells 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://pastebin.com/sREL3aFY - thanks kju List of missing effects (rolling list): Sound occlusion Speed of sound simulation for vehicles and aircraft Edited September 16, 2014 by Variable Share this post Link to post Share on other sites
bigpickle 0 Posted September 10, 2014 (edited) yeah for sure its there. Also arty shells have the falling sound but there is a bug/problem with it. The sound class cuts off before the shell/object hits the floor, it would be better if it continued to play till the sample's end because in reality the sound doesn't end when the object strikes because of the speed of sound, the explosion has a faster travel rate so it over shadows the traveling sound but its still there for a second. Edited September 10, 2014 by Bigpickle Share this post Link to post Share on other sites
KeyCat 131 Posted September 10, 2014 New OPREP - Audio Roadmap Great read and glad they are working on the soundscape! Hopefully one of the first things to get fixed is the short range of gunfire etc. /KC Share this post Link to post Share on other sites
doosh 23 Posted September 10, 2014 Thanks guys for all of your feedback! Yes, there is lot of work to do. Soundscape was a bit underestimated aspect of the game, so let's change it together. The list of fixes and features we would love to implement is quite long (and yes, there are improvements for occlusion!) Most of missing sounds from the list needs engine implementation and the list basically fits our actual plan. We will start (already did) with the vehicles. Thank's again, we'll keep you updated. Share this post Link to post Share on other sites
subunit 31 Posted September 10, 2014 (and yes, there are improvements for occlusion!) Great, this was exactly what I wanted to know after reading the OPREP. Share this post Link to post Share on other sites
x3kj 1247 Posted September 10, 2014 (edited) doppler effect is in game already I haven't noticed it on vehicles... they sound the same no matter if they drive away from you or come towards you We will start (already did) with the vehicles. Good news Edited September 10, 2014 by Fennek Share this post Link to post Share on other sites
instagoat 133 Posted September 10, 2014 The new tank gun sound is good, but the sound artifacts are still appauling. I get bad electric crackling when firing machineguns, tank guns, and when explosions occur closeby. It's the same effect you get when you overload a speaker on your hifi. Overboosting and sound aliasing artifacts, apparently. I am currently uploading a video to demonstrate the problem. Share this post Link to post Share on other sites
roberthammer 582 Posted September 10, 2014 By the way - in latest dev , when i was testing the sling ropes , i have noticed that the EngineIn interior sound of any helicopter is twice louder than the exterior one (using my 5.1) i know inside of helicopter it is loud but compared to A2 , there it wasnt like this is this intended or it is a issue? Share this post Link to post Share on other sites
danil-ch 165 Posted September 10, 2014 The new tank gun sound is good, but the sound artifacts are still appauling. I get bad electric crackling when firing machineguns, tank guns, and when explosions occur closeby. It's the same effect you get when you overload a speaker on your hifi. Overboosting and sound aliasing artifacts, apparently. I am currently uploading a video to demonstrate the problem. Probably caused by APOLimiter effect for sounds. Only known workaround is to lower game sound volume. Share this post Link to post Share on other sites
Bouben 3 Posted September 10, 2014 Probably caused by APOLimiter effect for sounds. Only known workaround is to lower game sound volume. Are you sure the volumes in the game are pre-fx (before the final mixdown to the limiter)? That would not make much sense, tbh. Share this post Link to post Share on other sites
instagoat 133 Posted September 10, 2014 (edited) Probably caused by APOLimiter effect for sounds. Only known workaround is to lower game sound volume. That's bad. No other game does this. It also feels like changing volumne does not affect this. Video is here: It's especially prominent when inside. Also, inside the vehicle, the gun sound should not reverberate and echo, but that's a different thing. Echo and gun noise should best be detached from each other, since the echo is really to be treated differently. It passes through so much atmospheric filtering, compared to the initial sound. But what I'd like to see fixed first is this crackling and overboosting. It's very annoying. EDIT: Problem persists when volumne ingame is lowered to 50 %. Edited September 10, 2014 by InstaGoat Share this post Link to post Share on other sites
CaptainObvious 95 Posted September 10, 2014 I haven't noticed it on vehicles... they sound the same no matter if they drive away from you or come towards you Are you seeing something different than this? Share this post Link to post Share on other sites
danil-ch 165 Posted September 10, 2014 Problem persists when volumne ingame is lowered to 50 %. I usually set the game volume about 30% and then increase volume on my headphones. Share this post Link to post Share on other sites
x3kj 1247 Posted September 10, 2014 Are you seeing something different than this? I had no doppler effect when using splendid cam and watching my own vehicle driving by. Guess i shouldn't have made such a quick conclusion, i apologize. Share this post Link to post Share on other sites
Variable 322 Posted September 11, 2014 (edited) Thanks guys for all of your feedback! Yes, there is lot of work to do. Soundscape was a bit underestimated aspect of the game, so let's change it together. The list of fixes and features we would love to implement is quite long (and yes, there are improvements for occlusion!)Most of missing sounds from the list needs engine implementation and the list basically fits our actual plan. We will start (already did) with the vehicles. Thank's again, we'll keep you updated. Thanks for the update doosh! Looking forward to hearing about your progress. I'll put Work in Progress indications for list items you confirm being worked on. [Also, doppler effect removed from the list as its apparently working fine] List of missing sounds (rolling list): Infantry Rifle and 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) Ammunition Sound for falling bombs and artillery shells 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 No sound for entering and exiting tanks, vehicles and aircrafts 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://pastebin.com/sREL3aFY - thanks kju List of missing effects (rolling list): Sound occlusion [WIP] Speed of sound simulation for vehicles and aircraft Edited September 16, 2014 by Variable Share this post Link to post Share on other sites
Variable 322 Posted September 11, 2014 Added No sound for entering and exiting tanks, vehicles and aircrafts List above updated. Share this post Link to post Share on other sites
Tonci87 163 Posted September 12, 2014 Thanks guys for all of your feedback! Yes, there is lot of work to do. Soundscape was a bit underestimated aspect of the game, so let's change it together. The list of fixes and features we would love to implement is quite long (and yes, there are improvements for occlusion!)Most of missing sounds from the list needs engine implementation and the list basically fits our actual plan. We will start (already did) with the vehicles. Thank's again, we'll keep you updated. That is very nice to hear. While you are at it could you please also implement this: http://feedback.arma3.com/view.php?id=19734 It doesn´t benefit the Arma 3 Sounds directly, but it would really help my favourite Soundmod to get a few new features in. Share this post Link to post Share on other sites
bigpickle 0 Posted September 13, 2014 @ Doosh & The guys discussing the issues between external an internal sounds: I think its because the occlusion is reversed, by this i mean initially rather than have occlusion outside it was only provided inside a vehicle as a "quick" option in providing a difference between internal and external views. And while it makes logical sense for sound to be occluded inside, the current setup means that when applying sounds outside the vehicle it is practically impossible to hear them inside. Also when trying to script sounds inside vehicle only it is impossible to do it any other way than cfg radio as it stands. But fear not I'm sure it will get sorted, which means in theory Littlebirds and other open type vehicles should sound right when correct environmental occlusion is added Share this post Link to post Share on other sites