Maxzy 12 Posted May 10, 2016 I wonder what is "Narrow Tree 3D Sound Processing Type"? Is it something that lowers calculating powers needed for processing a 3D sound data? Share this post Link to post Share on other sites
megagoth1702 252 Posted May 10, 2016 I wonder what is "Narrow Tree 3D Sound Processing Type"? Is it something that lowers calculating powers needed for processing a 3D sound data? No. It's new configuration entries. Share this post Link to post Share on other sites
five_seven5-7 56 Posted May 10, 2016 Did anyone notice the shell casing sound? Some like an echo or multiple shell casing bouncing its more noted on the MAR-10. Share this post Link to post Share on other sites
CaptainObvious 95 Posted May 10, 2016 Did anyone notice the shell casing sound? Some like an echo or multiple shell casing bouncing its more noted on the MAR-10. Same with the blufor pistol too Share this post Link to post Share on other sites
megagoth1702 252 Posted May 10, 2016 Thanks guys. Confirmed and reported. Share this post Link to post Share on other sites
St. Jimmy 272 Posted May 12, 2016 When will you make the thunder bolt sound better? Are you waiting for summer to record thunderstorm? :D - It doesn't make you jump scare - Sound distance is short and it doesn't differ from sharp to rumbling depending on how far the bolt was - The sound moves with the head so the sound is very outdated The sound wasn't really too good in Arma 2 either but it made me jump most of the time, even when I had seen it. That's how bad the Arma 3 one is currently. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted May 12, 2016 When will you make the thunder bolt sound better? Are you waiting for summer to record thunderstorm? :D - It doesn't make you jump scare - Sound distance is short and it doesn't differ from sharp to rumbling depending on how far the bolt was - The sound moves with the head so the sound is very outdated The sound wasn't really too good in Arma 2 either but it made me jump most of the time, even when I had seen it. That's how bad the Arma 3 one is currently. I believe at one point the Real Sound guy was working on weather effects. They sounded absolutely stunning and realistic, of course. BI should take some inspiration from that guy when it comes to the environment, probably the best I've seen when it comes to realistic sounds. Share this post Link to post Share on other sites
jumpinghubert 49 Posted May 12, 2016 Yes, thunder is messed up since....äh.....2001. Its obvious that real thunder sounds complete different. But hey, lets make a bug report with thousands of details.. Share this post Link to post Share on other sites
danil-ch 165 Posted May 21, 2016 Added: New sound 3D processor types More details would be nice. Share this post Link to post Share on other sites
Guest Posted May 22, 2016 Sounds of shots fired from inside a building (house...) seems to be broadcast too loudly outside of this house. Example : mission "moral fiber" from Win, during the attack of Pyrgos. There are 2 soldiers in a house in front of Pyrgos, and the sound of their weapons is very loud, even annoying. Share this post Link to post Share on other sites
Roddis 27 Posted May 22, 2016 Sounds of shots fired from inside a building (house...) seems to be broadcast too loudly outside of this house. Example : mission "moral fiber" from Win, during the attack of Pyrgos. There are 2 soldiers in a house in front of Pyrgos, and the sound of their weapons is very loud, even annoying. I think the same about the inside building sounds. I always have so much trouble to pinpoint an inside building enemy cause a 30m distance house seems to be the next door. Generally speaking, i think this aspect of sound engine need to be tweaked a little. I tried in another post to ask a way to have an Ai continually shooting to put him inside a building to train myself pinpointing him exactly for this reason. Share this post Link to post Share on other sites
megagoth1702 252 Posted May 22, 2016 More details would be nice. http://i.imgur.com/QxQM8BJ.jpg New processors for the upcoming Tanoa. I guess we will have very nice positional sounds on trees, plants, roofs (maybe for rain) etc. Share this post Link to post Share on other sites
cyruz 103 Posted May 23, 2016 I'm sure I've seen this mentioned before but not sure if it was in here. When you have a lot of audio samples playing at once, sounds stop playing, e.g. 4 fire teams are fighting and my fire teams weapons stop playing tails and then eventually stop making noise all together. Pretty sure this is an engine limitation but it's a bit jaring while playing. Share this post Link to post Share on other sites
Guest Posted May 23, 2016 I'm sure I've seen this mentioned before but not sure if it was in here. When you have a lot of audio samples playing at once, sounds stop playing, e.g. 4 fire teams are fighting and my fire teams weapons stop playing tails and then eventually stop making noise all together. Same for me, steps to reproduce : - place a team with a lot of Machine guns - ask them to suppress a direction - sound tails disappear during suppressive fire --IMPORTANT : not tried with Monday, May 23th dev update Share this post Link to post Share on other sites
megagoth1702 252 Posted May 23, 2016 Same for me, steps to reproduce : - place a team with a lot of Machine guns - ask them to suppress a direction - sound tails disappear during suppressive fire --IMPORTANT : not tried with Monday, May 23th dev update Can you please create a simple scenario in the editor and share it so that I can just "press play"? I still haven't seen this but I don't have time to actually PLAY arma... :( I would really appreciate it and if your mission is not over the top (100 MG guys supressing 1 guy :D )and reliably shows the issue I will annoy the **** ouf BI's sound guys to get a fix for this problem. Share this post Link to post Share on other sites
Guest Posted May 23, 2016 Unable to reproduce with today's update, it's probably what's in the changlog as Added: Frequency randomizers for sound tails Added: Loop debug sounds Share this post Link to post Share on other sites
megagoth1702 252 Posted May 23, 2016 Unable to reproduce with today's update, it's probably what's in the changlog as Added: Frequency randomizers for sound tails Added: Loop debug sounds Okay, thanks for the info. I don't think anything has changed in relation to max sounds played at the same time but if you run into the issue again, a playable showcase would be really, really appreciated mate. Thanks! Share this post Link to post Share on other sites
laxemann 1673 Posted May 23, 2016 Oh, I can totally recreate the problem of many sounds going silent, it's definitely linked to the amount of soundshaders/sets going on at the same time. I use one or two more per weapon in DynaSound 2.0 and RHS - Firing an LMG for a few seconds is enough to completely eliminate the actual shot samples. Funny enough: The tails remain. Share this post Link to post Share on other sites
Chairborne 2594 Posted May 23, 2016 Oh, I can totally recreate the problem of many sounds going silent, it's definitely linked to the amount of soundshaders/sets going on at the same time. I use one or two more per weapon in DynaSound 2.0 and RHS - Firing an LMG for a few seconds is enough to completely eliminate the actual shot samples. Funny enough: The tails remain. Can confirm this with CUP weapons and several others, RobertHammer M4s, NIA weapons, etc. Seems like the 128 sound sources limit is hit very early. Share this post Link to post Share on other sites
megagoth1702 252 Posted May 23, 2016 Thanks for the reports guys, I see this is a high priority thing but I still need a repro mission. The (tiny, overburdened) audio team is working 110% on Tanoa content & sound features, it is very hard to get them to do anything else. The only thing that works is a showcase. "Here, press play, hear that? Please fix, thx." I have created many, many, many for them for issues that I have found myself. So please, help me help them help you. :) Get me a repro mission and I will do my best to get it to the guys. 1 Share this post Link to post Share on other sites
cyruz 103 Posted May 24, 2016 Thanks for the reports guys, I see this is a high priority thing but I still need a repro mission. The (tiny, overburdened) audio team is working 110% on Tanoa content & sound features, it is very hard to get them to do anything else. The only thing that works is a showcase. "Here, press play, hear that? Please fix, thx." I have created many, many, many for them for issues that I have found myself. So please, help me help them help you. :) Get me a repro mission and I will do my best to get it to the guys. https://www.dropbox.com/s/jrktux9qca1uogr/audio_testing.Stratis.pbo?dl=0 Play as the Civ dude, should default to that, don't move around till you've heard the issue, then experiment with ranges. 3 Share this post Link to post Share on other sites
tpM 478 Posted May 24, 2016 I would be very happy if the other controller keywords and options (like "rocks", "night" and "format [ ]" etc) would be allowed for weapon related sounds. Currently, if you add one of these to the volume of a weapon related soundShader, it's whole soundSet gets muted. Share this post Link to post Share on other sites
K20017 36 Posted May 24, 2016 Oh, I can totally recreate the problem of many sounds going silent, it's definitely linked to the amount of soundshaders/sets going on at the same time. I use one or two more per weapon in DynaSound 2.0 and RHS - Firing an LMG for a few seconds is enough to completely eliminate the actual shot samples. Funny enough: The tails remain. I submitted a video here a few pages back and it seems to only occur beyond 30 rounds. If you fired quickly enough in semi-auto, it still does it as well. Based on my testing, it only applies to these vanilla weapons which are all apart of the Marksmen DLC pack: Navid Mk-I EMR Mk14 SPMG Share this post Link to post Share on other sites
Dwarden 1125 Posted May 24, 2016 what build was that on @K20017 ? Share this post Link to post Share on other sites
K20017 36 Posted May 25, 2016 I don't have a build number but the video was recorded on Sunday, February 14, 2016. It was on a dev branch at the time I believe. Share this post Link to post Share on other sites