sonsalt6 105 Posted October 19, 2014 New update v0.20 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
Zipet 11 Posted October 20, 2014 (edited) Great mod!!!!!!!!!! Edited October 20, 2014 by Zipet Share this post Link to post Share on other sites
serjames 357 Posted October 20, 2014 LAxemann, am I right in thinking this is going to be built into LJh's new DragonFyre mod ? Or will this remain standalone ? Cheers JW Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted October 20, 2014 I actually use the 0.6 version of Dragonfyre and in this version it is not implemented. But i use laxemanns mod too, works amazing with my actually installed Dragonfyre files :) Share this post Link to post Share on other sites
Barazin 10 Posted October 20, 2014 FYI, the PWS version says 0.20, but I guess it should read 0.30 too? Share this post Link to post Share on other sites
laxemann 1673 Posted October 21, 2014 FYI, the PWS version says 0.20, but I guess it should read 0.30 too? I guess ...? :D Share this post Link to post Share on other sites
laxemann 1673 Posted October 23, 2014 A small heads-up: Since most of the reverbs are done, I'm slowly moving onto polishing the urban feature. The feature is meant to create a more intense feeling when in urban firefights by simulating echo reflected from the buildings around you. The short version: I improved it. The long, a bit more technical version: For each shots 4 sounds are played around the player. These 4 sounds are randomly picked out of an array. The problem: Sometimes, well, even very often, the same sound was played twice at the same time from to different directions. People which know their sound/ sound perception stuff will know: When the same audio signal is played at the exact same time it sounds "mono" or "centered", even though it's coming from two different directions. I made a quick demonstration for better understanding the issue, you can download it here (mp3). In the setup, there is the same sound twice. First they're both playing at the same time (it sounds "mono"), right after that one of them plays a little bit delayed (it sounds "wide"). Long story short, I modified the script a bit so that the same sound isn't picked twice. This finally makes the urban feature sound "wide" as f*ck. :D LAxemann out Share this post Link to post Share on other sites
panimala 25 Posted October 23, 2014 Love the mod LAxemann, it has improved greatly recently, both aesthetically and performance wise, keep up the good work. :) Share this post Link to post Share on other sites
laxemann 1673 Posted October 23, 2014 Love the mod LAxemann, it has improved greatly recently, both aesthetically and performance wise, keep up the good work. :) Thanks dude, nice to see some "faces" around here that I only know from YouTube. :) // Small Update Time! 0.31 - Improved the urban scripts Download Enjoy. :) Share this post Link to post Share on other sites
Guest Posted October 23, 2014 Update frontpaged on the Armaholic homepage. LAxemann's Enhanced Soundscape (L_ES) v0.31Community Base addons A3 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
giorgygr 61 Posted October 23, 2014 I ll repeat myself saying "U r god" Share this post Link to post Share on other sites
Belbo 462 Posted October 24, 2014 I was a bit sceptical at first, as I only tested L_Es in an "unimmersive way", hovering over fighting units as Zeus. That way the reverb sometimes sounded a bit... off. Like reverb samples played on each shot that always sounded similar, which resulted in a cloud of noise for every fire fight. But I completely changed my mind when I tested it in an actual mission, actually playing. This is awesome. The reverb sounds great, the echoes that are being reflected from mountain flanks or house walls are just awesome. It's so much more immersive to play with this. I even was a bit nitpicky about JSRS2.2 lately, as I found it was lacking a certain... grip to it's sound. But with the addition of L_ES that concern is blown away. I am soo looking forward to DragonFyre with L_Es. ;) Share this post Link to post Share on other sites
speedygonzales 15 Posted October 24, 2014 Can confirm performance is a lot better and no prob to play greater coop events with it, before it was a little desaster ;). Nice how this little immersive changer find his way up up to the sky, cant play without it anymore. Do you have on your plan to improve explosivs reverb sounds too ? Share this post Link to post Share on other sites
nikiforos 450 Posted October 24, 2014 (edited) This is a great mod and very immersive , no doubt. A little thing though that is kind of annoying is when in large battles you could hear a continues echoing with weapons firirng all the time. The continuing eco without interruptions created by massive gunfights doesn't sound realistic IMO. Otherwise this mod turns out to be a must and creates a great war enviroment. Edited October 24, 2014 by Nikiforos Share this post Link to post Share on other sites
laxemann 1673 Posted October 24, 2014 I'm a bit short on time and will have an ArmA-free weekend, but wanted to show you something. Especially in the DragonFyre thread, many people talked about reverb from planes etc. I actually tried that out (think I told you some pages back) but never made a video or anything for you. So, here we go: Samples were made really quick and are just "placeholders". In my honest opinion, the impact on immersion isn't that great. Jets are allready loud and due to the limiter the reverb kinda gets pushed aside. This might become a thing in a future version, but not for now I guess. But well, first, what do you guys think? Share this post Link to post Share on other sites
Cossack monk 11 Posted October 24, 2014 With every mod comes progress, and progress is very, very good. Share this post Link to post Share on other sites
Brisse 78 Posted October 24, 2014 Sounds a bit wierd in the video clip but the idea is interesting. The sounds of the jets in Arma do feel very plain in my opinion. This might help to mitigate that. Share this post Link to post Share on other sites
pvtdancer 5 Posted October 24, 2014 IMO It's a little intense and in your face. if there was a way to only make it reverb from further out or just more after it fly's by maybe. I dunno its close but something is off so I kinda have to agree with leaving it out for now. Who knows maybe you'll get some more tools to work with in the Nov 4th DLC drop. it looks like they're working a lot on the Audio engine. Share this post Link to post Share on other sites
panimala 25 Posted October 24, 2014 Nice concept man, sounds good. I like that you're moving onto other aspects of the game and not just guns. IMO It's a little intense and in your face. if there was a way to only make it reverb from further out or just more after it fly's by maybe. I dunno its close but something is off so I kinda have to agree with leaving it out for now. Who knows maybe you'll get some more tools to work with in the Nov 4th DLC drop. it looks like they're working a lot on the Audio engine. I've been at several events where jet fighters have flown around, and how their sound rip holes in the sky and you need to basically shout to hear anyone on top of their engines. But yes, they aren't constantly that loud, most often when the exaust is pointed at you during a fly by for example, but that would probably be hell to code with vectors and shit like that. A youtube video can't really make it justice but I'll post something anyway. Share this post Link to post Share on other sites
warden_1 1070 Posted October 24, 2014 Something that sounded like the above video would literally be amazing. Share this post Link to post Share on other sites
heruon 1 Posted October 25, 2014 (edited) Well, it may not add that much.. but it does add a feeling of space, which is something Arma really lacks otherwise. I do like the effect but I guess it depends alot on the performace impact. Would it perhaps be possible to instead make a script that delays the sound from the jet? Just to simulate speed of sound? edit: Listening to it again, I really like the effect! Edited October 25, 2014 by Heruon Share this post Link to post Share on other sites
Jackson Snow 10 Posted October 25, 2014 Really liked it - obviously needs some work, but as a "first draft" it's pretty impressive. The comment about how it adds a feeling of space sums it up - makes it feel like there isn't just a jet in complete isolation but actually stuff around you. Share this post Link to post Share on other sites
artisanal 22 Posted October 25, 2014 Would it perhaps be possible to instead make a script that delays the sound from the jet? Just to simulate speed of sound?edit: Listening to it again, I really like the effect! At last news, engine sounds are hardcoded in the engine, and are not affected by speed of sound. How to test this easily ? Make a heli crash : you'll notice that the engine sound stops simultaneously with the crash but the explosion of the crash is delayed by speed of sound. This counts for every vehicle. Share this post Link to post Share on other sites
Brisse 78 Posted October 25, 2014 Would it perhaps be possible to instead make a script that delays the sound from the jet? Just to simulate speed of sound? Speed of sound simulation have existed in vanilla Arma for a long time. No need to mod it into a game that already has it. Share this post Link to post Share on other sites