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The audio is now warping in MP when desync happens, it make helicopters sound like bees for a few seconds. Still no environmental sound occlusion either.

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Still no environmental sound occlusion either.

This is really missed. Last night we heard some tanks and it sounded like they are right around the corner, they were actually behind a giant hill. A bad sound experience right there.

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Maybe they are planning to make these in Marksman DLC, which is infantry focused.

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Changed: Distance of audibility of weapon firing

:rthumb:

Been waiting for this one, anyone tried?

/KC

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Closure sounds for infantry weapons seem to still be there, is there any plans for this to be fixed or removed?

Why do you want to remove closure sounds? In real life, closure sound are there too. Mainly heard when firing suppressed.

---------- Post added at 16:54 ---------- Previous post was at 16:52 ----------

Edit: (Really hate how I can't edit my post on mobile...) I really hope they overhaul the sound for Marksman. Maybe that's going to be one of the features?

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I hope that means louder weapons from distance

Not sure is there much difference but 900m they're already pretty quiet but you can hear them. Snipers are almost as quiet as rifles...

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Edit: (Really hate how I can't edit my post on mobile...)

Use Tapatalk.

I'm bothered with the reload sounds, they are so.... weak...

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since 1.34 I experience weird sound issues (samples are played too fast or too slow), especially in intense MP fights with 64+players involved

anyone else?

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since 1.34 I experience weird sound issues (samples are played too fast or too slow), especially in intense MP fights with 64+players involved

anyone else?

The audio is now warping in MP when desync happens, it make helicopters sound like bees for a few seconds. Still no environmental sound occlusion either.

This ^ is what your talking about right? Ive noticed it is when teleporting/warping/desync is going on.

The Bluefor AH6/Md900/MH9's sound like a squadron of attack wasps :p its kinda terrorfying, especailly as id just updated the sounds for them in my mod too, I was like "pickle what have you done!". Went stock and found out it sounded the same.

Any chance you could ask the sound chaps if environmental occlusion is coming?

Edited by Bigpickle

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thanks just trying to be 100% sure it's not breaking on just my ears ;)

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Changed: Distance of audibility of weapon firing

Finally got a chance to test it but can't hear any differens from weapons fired from ~200-300 m and beyond. Still very very low volume and you mostly hear the "bullet cracks" around you.

Anyone hearing louder weapons from distance?

/KC

Edited by KeyCat

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since 1.34 I experience weird sound issues (samples are played too fast or too slow), especially in intense MP fights with 64+players involved

anyone else?

I can conform that. Sadly i wasn't able to find out what cause it.

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I find that the new sounds in helis particularly attack ones breaks immersion.

As a gunner in the blackfoot can hardly tell cannon is firing or missiles are impacting. All sounds are drowned out by the downdraft. not saying the downdraft winds are bad just need to be a better balance.

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Fixed: Minor bug related to desynchronized animation sounds

Interesting. I wonder if this truly fixed the desynced sounds. All, and I really mean it, ALL gun reload sounds are somewhat desynced in the stable build (I think it's been like this since the alpha), and with some guns it's worse than in others, like the Katiba. Being in a particular stance when reloading sometimes makes the sound desync even worse.

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Sitting in the back of the Huron in first person with the engine on but not flying causes very loud distorted noises. I've tried messing around with the audio, but it does nothing. There was a similar problem with the helicopter crash noises that only a small amount of people suffered from, but that seems to be fixed with the new helicopter audio.

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I also get very distorted noises when many 40mm grenade explode in a short time. Something is definetly wrong with the sound...

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I've been experiencing an annoying bug for the last few months : when in 1st person inside vehicles such as MARPS and most of the cars, I can't hear anything outside the vehicle (including gunshots!)...

(One execption being the offroad, wich works correctly besides the crappy engine sounds.)

Can anyone tell me if this has been/will be fixed in dev-branch?

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Thanks Danczer, voted up and added to the list.

List of missing sounds (rolling list):

Infantry

  • Rifle and pistol lowering, lifting Added
  • Going into boresight view.
  • flipping switch sound on and off on flashlight/IR pointer
  • flipping switch sound of on and off NVGs
  • sound of falling to prone from sprinting
  • Sound of falling bodies.
  • Screams when getting hit
  • sounds while parachuting (wind, parachute fabric)
  • No sound for turning (volume should grow louder according to turn speed)
  • Sound for closing and opening metal hatches on guard posts.

Sounds are tied to a weapon instead of clothing.Running naked with gun will still produce

clinging metal(ish) sound of Plate carrier.

Ammunition

  • Sound for falling bombs and artillery shells

Armour, Aircraft and Vehicles

  • Sounds for crew served weapon hydraulics (machine guns)
  • switch sounds for view modes in weapon sights
  • No sound for entering and exiting tanks, vehicles and aircrafts[/s]
  • 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.
  • Sound for movement of fixed MG/GMG
  • No sound for turning in and out (hatch open/close)
  • No voice notification of events during the flight. Like: Low fuel, Over G, Altitude, Pull up, low speed etc.

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

Thought this was interesting list I wanna keep up.

Edited by enex

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Thought this was interesting list I wanna keep up.

I'd actually like to reiterate the fact that artillery currently does not have sounds for incoming shells, it seems to come and go with random patches. I remember at one point the 155mm had sound, but now none of them (including the 155mm) have sounds.

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I'd actually like to reiterate the fact that artillery currently does not have sounds for incoming shells, it seems to come and go with random patches. I remember at one point the 155mm had sound, but now none of them (including the 155mm) have sounds.

Updating the list then.

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 one!
  • Sound of falling bodies.
  • Screams when getting hit
  • No sound during parachuting (wind, parachute fabric)
  • No sound for turning (volume should grow louder according to turn speed)
  • Sound for closing and opening metal hatches on guard posts.

Ammunition

  • Sound for falling bombs and artillery shells

Armour, Aircraft 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.
  • Sound for movement of fixed MG/GMG
  • No sound for turning in and out (hatch open/close)
  • No voice notification of events during the flight. e.g.: Low fuel, Over G, Altitude, Pull up, low speed etc.

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

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From my test artilery and shells have sound all but 155mm.

Switching on and off NVGs should not have the sound that Zeus have.In fact that

radio effect got invented in hollywood and is not realistic neither authnthic.

Sound for sprinting into prone position is left out of list

Sound is attached to a weapon (when is in fact sound of equipment, not a gun)

which means that sound should be attached on Plate carrier not on gun.

Edited by enex

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Switching on and off NVGs should not have the sound that Zeus have.In fact that

radio effect got invented in hollywood and is not realistic neither authnthic.

Note the list indicates that Zeus has one. It's not implied that it should be the same for infantry, rather some kind of sound effect to at least replace the tactile feedback should be there.

Sound for sprinting into prone position is left out of list

Right... adding.

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 one!
  • Sound of falling bodies.
  • Screams when getting hit
  • No sound during parachuting (wind, parachute fabric)
  • No sound for turning (volume should grow louder according to turn speed)
  • Sound for closing and opening metal hatches on guard posts.
  • Sound for sprinting into prone position

Ammunition

  • Sound for falling bombs and 25mm rockets

Armour, Aircraft 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.
  • Sound for movement of fixed MG/GMG
  • No sound for turning in and out (hatch open/close)
  • No voice notification of events during the flight. e.g.: Low fuel, Over G, Altitude, Pull up, low speed etc.

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 by Variable

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