metalcraze 290 Posted August 1, 2013 The sound isn't behind you, it's always at your position even though the sound source must be created at bush's Share this post Link to post Share on other sites
dale0404 5 Posted August 1, 2013 The sound isn't behind you, it's always at your position even though the sound source must be created at bush's The sound should be created as you enter the bush, not as you leave it. Share this post Link to post Share on other sites
fragmachine 12 Posted August 1, 2013 Bigpickle and InstaGoat have a point. I wish BIS just added reverberation post-processing that would've solved a lot of issues that JSRS will bandaid And THIS ^ Share this post Link to post Share on other sites
Tyl3r99 41 Posted August 1, 2013 Bigpickle and InstaGoat have a point.And THIS ^ i agree Share this post Link to post Share on other sites
un_fumeta 10 Posted August 1, 2013 I think they should increase the volume of gunfire in the distance. It's too quiet right now. Share this post Link to post Share on other sites
NordKindchen 12 Posted August 1, 2013 (edited) Weapon sounds are great but explosions are very weak...I hope they are placeholders just like the effects coming with them. >>>>>>>>>>>>>>>>>>> <<<<<<<<<<<<<<<<Why isnt this in Arma vanilla? Edited August 1, 2013 by NordKindchen Share this post Link to post Share on other sites
nodunit 397 Posted August 1, 2013 Ground vehicles need some tweaks too..the audio samples are for the most part fine but they are just so gosh darned quiet, the hunter is as loud as the offroad for example, sound's like a kitten rather than a tiger. Share this post Link to post Share on other sites
roberthammer 582 Posted August 1, 2013 I believe that reverb is done by the scripts and other tricks atm in arma3 but arma needs to support it by the sound engine itself aka Post-Processing Enhancement of Reverberation Share this post Link to post Share on other sites
metalcraze 290 Posted August 1, 2013 Can we have a clarification on whether sound occlusion will be back or is it gone for good and why? Share this post Link to post Share on other sites
Smurf 12 Posted August 2, 2013 Can I ask for things here too? Click sound for switching firemodes: http://feedback.arma3.com/view.php?id=12242 Hold Breath sound: http://feedback.arma3.com/view.php?id=12243 Share this post Link to post Share on other sites
fragmachine 12 Posted August 2, 2013 I believe that reverb is done by the scripts and other tricks atm in arma3but arma needs to support it by the sound engine itself aka Post-Processing Enhancement of Reverberation Well, IMO reverb in ArmA 3 is not done by any scripting, it is just a soundfile gunshot with recorded long tail-off to it. It sounds exactly the same way outdoor as indoor, no matter what density of building is around the shooter, vegetation/trees, terrain shape. I might be wrong because i didn't played A3 for some quite time right now and it could change but Im not a believer it did. Reverb topic is quite wide area to cover - do we talk only about reverb or also the echo/reflexes artifacts off nearby/distant objects/trees? These sounds must be generated in 3D area, sound placed in 3D space within listener hearable area. That way it would sound more natural. Moreover it is possible with stereo sounds and directx 3d sound that is in series since OFP. It just needs quite of work to do but with dedicated professional sound team + programmer it couldn't be a problem. Im all for it to call the sound engine "new". Share this post Link to post Share on other sites
dave215 1 Posted August 2, 2013 I have no ambient sound by loading a saved mission ! If I start a mission the sound works without problems, but if i save a mission and load it again to play I have no ambient sound ! only the steps or shoots works. have anybody the same problem? pls help thx in advance Share this post Link to post Share on other sites
fragmachine 12 Posted August 2, 2013 (edited) ^ Wrong place. You should try in here: http://forums.bistudio.com/forumdisplay.php?161-ARMA-3-BETA-TROUBLESHOOTING But check: All I can say is that ArmA series always had issues with loaded saves, like in A2OA loaded muzzle fire if not shooting a gun. You could also make a ticket on this on FT - Im sure it would be much more noticeable by devs than here on forums. Edited August 2, 2013 by fragmachine Share this post Link to post Share on other sites
metalcraze 290 Posted August 2, 2013 Well, IMO reverb in ArmA 3 is not done by any scripting, it is just a soundfile gunshot with recorded long tail-off to it. It sounds exactly the same way outdoor as indoor, no matter what density of building is around the shooter, vegetation/trees, terrain shape. I might be wrong because i didn't played A3 for some quite time right now and it could change but Im not a believer it did.Reverb topic is quite wide area to cover - do we talk only about reverb or also the echo/reflexes artifacts off nearby/distant objects/trees? These sounds must be generated in 3D area, sound placed in 3D space within listener hearable area. That way it would sound more natural. Moreover it is possible with stereo sounds and directx 3d sound that is in series since OFP. It just needs quite of work to do but with dedicated professional sound team + programmer it couldn't be a problem. Im all for it to call the sound engine "new". Actually it's enough to simply implement different reverb areas like it's done with EAX, EFX and in many engines with their own proprietary tech. A player will never tell if the reverb indoors sounds like that because of a preset or because sound reflects from walls in real time. However a player will easily tell that the sound indoors sounds the same as outdoors which is how it is in ArmA. It's not like BIS even has to code something from scratch themselves, there are many solutions like the aforementioned EFX which will work on any system and is very resource-light. Share this post Link to post Share on other sites
NordKindchen 12 Posted August 4, 2013 If you guys want to improve your sounds and overall gaming experience - Share this post Link to post Share on other sites
clifdenhill 1 Posted August 4, 2013 If you guys want to improve your sounds and overall gaming experience - -_- Lol I thought you were serious but tht was funny. Share this post Link to post Share on other sites
Rolling 1 Posted August 4, 2013 Quite frankly I really don't like the gun sounds, the pre canned reverb/echoing effect being exactly the same EVERY TIME just shatters any immersion I would have into little pieces :( Share this post Link to post Share on other sites
dale0404 5 Posted August 4, 2013 Better place for this than any other: There is a bug with the map and ambient sound. If (for example) you are the passenger in a vehicle and you open your map, eventually (a few seconds) you will not hear any ambient sound including the vehicle engine. Playing tonight and a couple of people said the same. We were playing on the stable branch. Share this post Link to post Share on other sites
doln 10 Posted August 5, 2013 I think the weapon firing sounds are really really good (except the Mk200 which sounds awful and the cannon firing sounds I'm not a fan of), seriously great job Bohemia. Share this post Link to post Share on other sites
GottyPlays 10 Posted August 5, 2013 Better place for this than any other:There is a bug with the map and ambient sound. If (for example) you are the passenger in a vehicle and you open your map, eventually (a few seconds) you will not hear any ambient sound including the vehicle engine. Playing tonight and a couple of people said the same. We were playing on the stable branch. i noticed this a long time ago in the alpha, still same issue yesterday. happens in SP/MP/EDITOR Share this post Link to post Share on other sites
NeuroFunker 11 Posted August 6, 2013 they added an echo inside the tracked vehicle in latest dev patch, damn, thats a good start! Hopefully thats not all they gona do with echoing. Needs to be applied in open world as well! Share this post Link to post Share on other sites
MadocComadrin 12 Posted August 6, 2013 The AH-9 echoes sound a little cheesy. For a minute, I thought my guns were actually bugged. Share this post Link to post Share on other sites
NordKindchen 12 Posted August 6, 2013 Jepp noticed that echo too. But to be honest - the way it is atm souds rather buggy and annoying. Echo is a nice thing but it needs to be adjusted badly^^ Share this post Link to post Share on other sites
omerc 10 Posted August 6, 2013 Better place for this than any other:There is a bug with the map and ambient sound. If (for example) you are the passenger in a vehicle and you open your map, eventually (a few seconds) you will not hear any ambient sound including the vehicle engine. Playing tonight and a couple of people said the same. We were playing on the stable branch. I created an issue for this problem some time ago: http://feedback.arma3.com/view.php?id=8539 Share this post Link to post Share on other sites
fragmachine 12 Posted August 6, 2013 If you guys want to improve your sounds and overall gaming experience - Well I heard it but in my taste too heavy for the ears :) they added an echo inside the tracked vehicle in latest dev patch, damn, thats a good start! Hopefully thats not all they gona do with echoing. Needs to be applied in open world as well! Wonder if it is soundfile or real-time filter? Can't check atm. Share this post Link to post Share on other sites