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tremanarch

Sounds range

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I am not sure to begin with how this behaves in real life though.

I recorded a car (Hunter and armored) drive by - and the sounds were noticeable at 200-250m

The sound fades in - thats good: it doesnt pop up. but maybe there could be some roarring before that - so we know there is a car coming - but the roaring could have some reverb / echoing. Dunno - maybe someone could show a real life example - right now I must admit I have no clue at what range you can hear motor sounds of a car loud enough to notice them...

https://www.youtube.com/watch?v=S-xrjKh5YFk

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in these videos you can hear how the sound behaves: first it just gets quieter but then a second component comes in: an echoid version of the sound that overtakes the whole sound in the end:

these examples are not perfect - cause racing car sounds are pretty loud - and high pitched.

anyway: discuss

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The sound is still work in progress. Each game sound has two parameters, first how loud it is, second haw far it can be heard. The problem is that game engine messes them or they are not adjusted, so all kind of weird things happen, like hearing someone reloading his magazine over the hill, like being near you.

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interesting to know. i noticed the beep when setting a bomb is quite loud too!

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Each game sound has two parameters, first how loud it is, second haw far it can be heard.

Arma has always had 3 parameters for weapons/vehicles/aircraft etc Environment has more, that's where probability of play etc come into it.

Below is a standard sound class explained:

begin1[] = {"SpeedOfSoundBeta_ebr\m141",[color="#FF0000"]1[/color],[color="#0000CD"]1[/color],[color="#00FF00"]150[/color]};

Red is the raw volume (this used to be relative volume to other sample volumes, but its recently been changed)

Blue controls the samples pitch, 1 is normal pitch, below would lower the pitch, above would higher the pitch of the sample

Green is the distance in the game world that the sample can be heard to, above the sample would be silent at 150 and increase in volume closer to the source

For SFX or Environmental sounds below is used:

sound1[]={"soundname.ogg", [color="#FF0000"]1[/color],[color="#0000CD"]1[/color],[color="#00FF00"]0.3[/color],5,[color="#FFFF00"]1[/color],[color="#800080"]10[/color]}; 

Red, Volume (possibly still relative?)

Blue, defines pitch as above

Green, chance for sound to play when using multiple samples. 1 is always played.

Black, No idea what this does. I've never been able to figure it out

Yellow, minimum time wait before moving on to next sample

Purple, maximum time wait before moving on to next sample

The with aircraft/helicopters etc you also have a sound cone:

cone[] = {1.6, 3.14, 2, 0.5};

I have never truly understood the sound cone, but i do know it should be thought of as a sound Orb with the aircraft/helicopter sat inside it. Just when I think I understand the way it works it doesn't behave the way I predict.

I believe this is where our popping sound problem lay, maybe directly or indirectly because of something else within the sound engine. Its been this way since flashpoint so i certainly don't expect it to change for ArmA3.

There currently is quite a bit wrong with the audio, that's why I'm waiting for some degree of stability before I release a beta version of my sound mod, because as afp said parameters are behaving very strangely atm resulting in unstable and unpredictable audio results.

Edited by Bigpickle

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At least most of the sounds, especially choppers and gunshots have really short range where they can be heard. For example, I placed BLUFOR and OPFOR group near each other on the runway of the airfield and placed my character on the hill next to the airbase. Distance between me and the groups was about 750 m. I could barely hear the firefight, the sounds were extremely quiet compared to real world. Gunshots with regular assault rifles can be heard easily at 2 km distance even in dense forest, at 750 m distance they should sound rather loud and crisp "bangs" than barely hearable. Same applies to choppers.

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yeah this is true, but it is changeable in the weapon's/munition's config if you patch it. One thing that truly disappoints me is no provision has been made for distant fire sounds as a separate config(s), but at least we have working parts sounds this time round. The fuller the sound scape can be made the better.

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