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Cool.

I just test few seconds ago artilery and mortars.All works except 230mm rockets.All the others have whistling sound before impacting.

Latest dev/no mods.

Edited by enex

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Cool.

I just test few seconds ago artilery and mortars.All works except 250mm rockets.All the others have whistling sound before impacting.

Latest dev/no mods.

Ok, editing the list.

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I wasn't sure if or what kind of sound missiles produce before impact but I learned that it sounds

almost like a jet.Check this footage out.

---------- Post added at 12:53 ---------- Previous post was at 12:38 ----------

I mistyped.The missile caliber is 230mm not 250mm.

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I wasn't sure if or what kind of sound missiles produce before impact but I learned that it sounds

almost like a jet.Check this footage out.

---------- Post added at 12:53 ---------- Previous post was at 12:38 ----------

I mistyped.The missile caliber is 230mm not 250mm.

Uhm, dude, that IS the jet firing the missiles you hear...

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Uhm, dude, that IS the jet firing the missiles you hear...

hmm, so what is the sound of rockets then?I guess I'm back to drawing table, looking for missile

impact without planes for 230mm.

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Operation report: on September 8, 2014 Link


First of all, though, we'd like to thank to everyone for their splendid feedback over the last few weeks, months, and years!

Recently, we've set up new workflows with a bigger emphasis upon your feedback, because what makes sound great is the listener who appreciates it!

Also, we must admit that - compared to other departments - the audio team hasn't been quite so responsive and communicative. We want to improve that, and try to be much more synchronized with players.

The main Arma 3 audio team is currently composed of myself (doosh - audio lead), grichard and krystof. )


Do we get to see Hi from one of this developers or are those just a wishful words?

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Yesterday played Arma3 online for about and hour:

1. Delayed sounds at certain points: Ground is shaking around me like an earth quake, I am thinking "wth?", shortly afterwards I hear explosions and realise its artillery....

2. On foot with a mate and start hearing cracks (we are being shot at). We try desperately to figure out where the rounds are coming from, but to no avail. He gets killed..it sounds like the cracks are all around me, I open the map and see one soldier literally 100m away. I should have been able to pinpoint his location based on directional sound after a couple of rounds...but no beacuse it's obviously still broken.

3. Get into the Warrior clone....It's ok for a bit then this nasty distorted engine sound starts.... (Oh, and surprise, surprise...this vehicle also handles like it was designed to appear in a circus act involving men with red noses than on a battlefield...)

I'm getting tired of these problems that didn't exist in the Arma2 or arma1 or operation flashpoint......

Please Fix the Sound and Please fix the vehicle physics...

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Yesterday played Arma3 online for about and hour:

1. Delayed sounds at certain points: Ground is shaking around me like an earth quake, I am thinking "wth?", shortly afterwards I hear explosions and realise its artillery....

That's not a delayed sound, that's an instant shockwave effect. The screen shake happens instantly and doesn't follow the speed of sound. They should be able to fix that I think, a modder has already done it.

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I'm pretty sure it was delay. The rounds where literally landing on top of me ( It was very lucky I survived), so there was no distance for the sound to have to travel. At least three rounds landed within 100m of me before I realised what was going on.

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hmm, so what is the sound of rockets then?I guess I'm back to drawing table, looking for missile

impact without planes for 230mm.

First impact is the rocket second is a mortar. You hear the thump from the mortar firing and see the light flare up from the rocket launch.

List of missing effects (rolling list):

  • Sound occlusion [WIP]

Why is this WIP, there is no sound occlusion in game.

Edited by Bigpickle

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Why is this WIP, there is no sound occlusion in game.

BIS confirmed they are working on sound occlusion.

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BIS confirmed they are working on sound occlusion.

oh wowsers, really? thats cool, you environmental occlusion right not just inside vehicles?

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Variable when did they say it?

Bigpickle thanks for the footage I was curious how it sounds.It's quite distinct from mortar shells whistling.

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Variable when did they say it?

On this post:

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.

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Thanks Variable.I'm hopeful like you but I'm caoutisly optimistic about difference between sound occlusion and improvement for occlusion.

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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

There's something missing in that list - eventhough I mentionned it before :

While inside vehicles with attenuationEffectType = "CarAttenuation" you can't hear anything happening outside (including gunshots for Christ sake); vehicles with attenuationEffectType = "OpenCarAttenuation" work fine though.

Also, Hatchback cars still have that strange super annoying looping sound when moving at cruising speed (I'm so fed up with this that I'm trying to make a replacement config) - is this going to be fixed one day?

By looking at the current configs, it seems that work on crashing sounds has already begun - but I sure would love to see fixes for the most annoying issues like above or the constant sound clipping when shifting gears... :(

EDIT : Done! I just made myself a custom config for the hatchback : set to attenuationEffectType = "OpenCarAttenuation" and replaced most of the sounds by the SUV ones. It sounds so much better now.:rolleyes:

Edited by Pepe Hal

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There's something missing in that list - eventhough I mentionned it before :

While inside vehicles with attenuationEffectType = "CarAttenuation" you can't hear anything happening outside (including gunshots for Christ sake); vehicles with attenuationEffectType = "OpenCarAttenuation" work fine though.

The list include only missing sounds. What you describe is a bug, not a missing sound. The sound exists, it's just get suppressed/muted too heavily when in a vehicle.

Edited by Variable

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The list include only missing sounds.

My bad! ^^'

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the list is slightly outdated.Ammunition has sound except 233mm rockets.

Buggy has collision sounds now.From sprint to prone has no sound.

Sounds of equipment that are heard when you moving are pinned on gun.

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Buggy has collision sounds now.

Wait, what buggy?:confused:

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Ah! For a moment I thought the buggy from Take On Mars was somehow hidden somewhere in the last update! ^^'

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the list is slightly outdated.Ammunition has sound except 233mm rockets.

Buggy has collision sounds now.From sprint to prone has no sound.

Sounds of equipment that are heard when you moving are pinned on gun.

Updated except for the last item. I don't get it.

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 from sprint to prone

Ammunition

  • Sound for falling 233mm 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

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Sounds of equipment that are heard when you moving are pinned on gun.

Go to editor and put down single riflemen:

Take off all your cloths/helmet and notice how sound of your

clothing/plate carrier is still there.

Put on cloths and put down guns - sound is gone.Even thought

it should be since you are geared up, hence sounds should

originate from Plate carrier not the gun.

-------------------------------------------------------------

Perhaps Sound for closing and opening metal hatches on guard posts. and

Sound for knocked down trees

Sound for squashed bushes

Sound for impacting humans

Sound for impacting walls

Sound for impacting rocks

Would deserve own category? (environment)

Edited by enex

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