jcae2798 132 Posted January 15, 2015 Is it possible to provide a function for mission makers that calls certain weapon sounds from your JSRS library, just as if you'd fire the weapon itself?Like if a mission designer wants to simulate an ongoing firefight outside an FOB for example, without having actual AI units wasting performance? The JSRS sounds would be awesome for that purpose! Really hope there's any way to do that! Cheers can probably just play a soundtrack off the web rather then use in game tracks for this? Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted January 15, 2015 can probably just play a soundtrack off the web rather then use in game tracks for this? That would not serve the same purpose, since people wouldn't recognize it as actual game sounds being used. Share this post Link to post Share on other sites
alanford 27 Posted January 15, 2015 That would not serve the same purpose, since people wouldn't recognize it as actual game sounds being used. So than create a scripted gunfight, record that using fraps, extract the sound and use that? Share this post Link to post Share on other sites
LordJarhead 1725 Posted January 15, 2015 That would not serve the same purpose, since people wouldn't recognize it as actual game sounds being used. I kinda have an idea for that. Place able sounds in the editor, that can be linked to triggers and all... LJ Share this post Link to post Share on other sites
Tyl3r99 41 Posted January 15, 2015 I kinda have an idea for that. Place able sounds in the editor, that can be linked to triggers and all... LJ that would be awesome :) some combat ambient sounds ;) Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted January 15, 2015 So than create a scripted gunfight, record that using fraps, extract the sound and use that? No need to record it, since it's already using sounds that exist in the JSRS mod. If there would be a way to simulate firing units other than placing them on the map. Until now I was spawning invisible units firing on dummy targets to get working JSRS sounds, but that wasn't really performance friendly. I kinda have an idea for that. Place able sounds in the editor, that can be linked to triggers and all... LJ Yeah something like that. Some way to pass a string with a weapon name to a function that acts just like that specific weapon has been fired by a unit, creating proper distance sounds etc. This way mission makers could also work around spawned ammo not having JSRS sounds (if that's still the case?). Cheers Share this post Link to post Share on other sites
lordprimate 159 Posted January 15, 2015 Again thanks for this mod, enjoying it thoroughly!! Share this post Link to post Share on other sites
LordJarhead 1725 Posted January 16, 2015 No need to record it, since it's already using sounds that exist in the JSRS mod. If there would be a way to simulate firing units other than placing them on the map.Until now I was spawning invisible units firing on dummy targets to get working JSRS sounds, but that wasn't really performance friendly. Yeah something like that. Some way to pass a string with a weapon name to a function that acts just like that specific weapon has been fired by a unit, creating proper distance sounds etc. This way mission makers could also work around spawned ammo not having JSRS sounds (if that's still the case?). Cheers Ehm, I just thought about something like "Battle Ambience" or so, not specific weapon types and stuff :P Thats to much work for something that wont find much use anyways I believe... LJ Share this post Link to post Share on other sites
flatbear 19 Posted January 16, 2015 very nice, thanks for all the hard work Share this post Link to post Share on other sites
LordJarhead 1725 Posted January 16, 2015 (edited) Provisional Changelog: Made it in big letters just to make sure you get it, its not released yet!!! :P Changelog JSRS3: DragonFyre RC4 - RC5 FIX: Explosions are hearable in MP now FIX: Explosions dont have explosion sound anymore when being disarmed ADD: ReadMe File ADD: Added new explosions in CFG ADD: Added environmental SFX ADD: Added wind noises to trees ADD: Added small incoming sounds to bullethits ADD: Added "Boiiing" effects to bullethits ADD: Bullets hitting foliage and leaves are mostly whizz or hizz sounds ADD: New close snaps added ADD: Added subsonic snaps and cracks for 9mm ADD: New weaponsounds ADD: Added sounds when inside a tank/vehicle and being hit by big calibers ADD: Added sounds when inside a tank/vehicle and being hit by rockets ADD: Added sounds when inside a tank/vehicle and being hit by missiles ADD: Added sounds when inside a tank/vehicle and being hit by shells ADD: New sounds for M134 TWEAK: Overall explosions volumes reduced TWEAK: Overall weapon volume tweaks TWEAK: Overall vehicle volume tweaks TWEAK: Overall CFG tweaks TWEAK: Overall Script cleaning and tweaks TWEAK: Overall soniccracks volume tweaks TWEAK: Reduced closure effect volumes TWEAK: Reduced movement volume TWEAK: Increased wind loudness on heavy overcast TWEAK: Tweaked all config values for better ingame volume management TWEAK: Tweaked environmental volumes TWEAK: Tweaked M200 CFG for less audible closure effects TWEAK: Tweaked Zafir CFG for less audible closure effects TWEAK: AH9 Blackfoot gatling gun volume CHANGE: Bullethits got further updates CHANGE: Wind noises in Helicopters reduced CHANGE: Close snaps are sound more frightening CHANGE: New Whizz/Hizz sounds CHANGE: Tweaked most weapons with new sounds CHANGE: Made optional sounds for Ijured/Moaning noises CHANGE: Helicopter stress sounds reduced Changed PBOs: Core files: DFYRE_A_core.pbo, DFYRE_C_core.pbo, DFYRE_S_core.pbo Environmental files: DFYRE_E_bullethits.pbo, DFYRE_E_environment.pbo, DFYRE_E_explosions.pbo, DFYRE_E_movement.pbo, DFYRE_E_sonic_cracks.pbo Sound Pools DFYRE_P_airsounds.pbo, DFYRE_P_boatsounds.pbo, DFYRE_P_environmensounds.pbo, DFYRE_P_shells.pbo, DFYRE_P_tanksounds.pbo, DFYRE_P_vehiclesounds.pbo, DFYRE_P_vehicleweaponsounds.pbo, DFYRE_P_weaponsounds.pbo Air vehicles DFYRE_V_A_a-143 buzzard.pbo, DFYRE_V_A_a-164_wipeout.pbo, DFYRE_V_A_ah99_blackfoot.pbo, DFYRE_V_A_ah9_pawnee.pbo, DFYRE_V_A_ar-2_darter.pbo, DFYRE_V_A_ch-67_huron.pbo, DFYRE_V_A_ch49_mohawk.pbo, DFYRE_V_A_mi-290_taru.pbo, DFYRE_V_A_mi48_kajman.pbo, DFYRE_V_A_mq4a_greyhawk.pbo, DFYRE_V_A_po30_orca.pbo, DFYRE_V_A_to-199_neophron.pbo, DFYRE_V_A_uh80_ghosthawk.pbo, DFYRE_V_A_wy-55_hellcat.pbo Boats DFYRE_V_B_boat_armed_1.pbo Armored vehicles DFYRE_V_T_2s9_sorcher.pbo, DFYRE_V_T_afv-4_gorgon.pbo, DFYRE_V_T_amv-7_marshal.pbo, DFYRE_V_T_btr-k_kamysh.pbo, DFYRE_V_T_fv-720_mora.pbo, DFYRE_V_T_ifv-6a_cheetah.pbo, DFYRE_V_T_ifv-6c_panther.pbo, DFYRE_V_T_m2a1_slammer.pbo, DFYRE_V_T_m4_scorcher.pbo, DFYRE_V_T_m5_sandstorm.pbo, DFYRE_V_T_mbt-52_kuma.pbo, DFYRE_V_T_mse-3_marid.pbo, DFYRE_V_T_t100_varsuk.pbo, DFYRE_V_T_zsu-39_tigris.pbo Wheeled Vehicles DFYRE_V_W_hatchback.pbo, DFYRE_V_W_hemtt.pbo, DFYRE_V_W_hunter.pbo, DFYRE_V_W_ifrit.pbo, DFYRE_V_W_offroad.pbo, DFYRE_V_W_quadbike.pbo, DFYRE_V_W_strider.pbo, DFYRE_V_W_suv.pbo, DFYRE_V_W_tempest_transport.pbo, DFYRE_V_W_van.pbo, DFYRE_V_W_zamak_transport.pbo Heavy weapons DFYRE_W_H_230mm titan missile.pbo, DFYRE_W_H_air_weapons.pbo, DFYRE_W_H_autocannon 35 mm.pbo, DFYRE_W_H_cannon 120 mm.pbo, DFYRE_W_H_cannon caseless 30 mm.pbo, DFYRE_W_H_ctws cannon 30 mm.pbo, DFYRE_W_H_dagr.pbo, DFYRE_W_H_dar.pbo, DFYRE_W_H_gatling 6.5 mm.pbo, DFYRE_W_H_gatling cannon 20 mm.pbo, DFYRE_W_H_gatling cannon 30mm.pbo, DFYRE_W_H_howitzer 155 mm.pbo, DFYRE_W_H_m134.pbo, DFYRE_W_H_m200 lmg 6.5 mm.pbo, DFYRE_W_H_mk32 gmg 20 mm.pbo, DFYRE_W_H_rcws gmg 40 mm.pbo, DFYRE_W_H_rcws hmg 12.7 mm.pbo, DFYRE_W_H_skalpel atgm.pbo, DFYRE_W_H_skyfire.pbo, DFYRE_W_H_titan missile.pbo Small weapons DFYRE_W_S_4-five45.pbo, DFYRE_W_S_acp-c2 .45.pbo, DFYRE_W_S_assault rifle 6.5x39 mm.pbo, DFYRE_W_S_gm6 lynx 12.7 mm.pbo, DFYRE_W_S_katiba 6.5 mm.pbo, DFYRE_W_S_m320 lrr .408.pbo, DFYRE_W_S_mk18 abr 7.62 mm.pbo, DFYRE_W_S_mk20 5.56 mm.pbo, DFYRE_W_S_mk200 6.5 mm.pbo, DFYRE_W_S_p07 9 mm.pbo, DFYRE_W_S_pcml.pbo, DFYRE_W_S_pdw2000 9 mm.pbo, DFYRE_W_S_rahim 7.62 mm.pbo, DFYRE_W_S_rook-40 9 mm.pbo, DFYRE_W_S_rpg-42 alamut.pbo, DFYRE_W_S_sting 9 mm.pbo, DFYRE_W_S_titan mprl launcher.pbo, DFYRE_W_S_trg-21 5.56 mm.pbo, DFYRE_W_S_ugl_grenadelauncher.pbo, DFYRE_W_S_underwater gun.pbo, DFYRE_W_S_vermin smg .45 acp.pbo, DFYRE_W_S_zafir 7.62 mm.pbo, DFYRE_W_S_zubr .45.pbo Not sure when I get to update the mod. Bakerman and LAxmann are currently figuring out the problem with the satchels and mines that cause explosion sounds when getting disarmed. Also adding the Inside-vehicle-hit sounds soon, made the sounds already. Also some tweaks and changes need further testing but so far it seems to be ok. If everything works out its gonna be FINAL and not RC5. LJ Edited January 16, 2015 by LordJarhead Share this post Link to post Share on other sites
DGeorge85 10 Posted January 16, 2015 Looks like you have been busy lately. That list is extremely solid. :) Share this post Link to post Share on other sites
LordJarhead 1725 Posted January 16, 2015 (edited) Just pointing it out once more here for those who dont go back a page :P Provisional Changelog: Made it in big letters just to make sure you get it, its not released yet!!! :P Changelog JSRS3: DragonFyre RC4 - RC5 FIX: Explosions are hearable in MP now FIX: Explosions dont have explosion sound anymore when being disarmed FIX: Unexploded GP rounds caused explosion sound when disappear ADD: ReadMe File ADD: Added new explosions in CFG ADD: Added environmental SFX ADD: Added wind noises to trees ADD: Added small incoming sounds to bullethits ADD: Added "Boiiing" effects to bullethits ADD: Bullets hitting foliage and leaves are mostly whizz or hizz sounds ADD: New close snaps added ADD: Added subsonic snaps and cracks for 9mm ADD: New weaponsounds ADD: Added sounds when inside a tank/vehicle and being hit by big calibers ADD: Added sounds when inside a tank/vehicle and being hit by rockets ADD: Added sounds when inside a tank/vehicle and being hit by missiles ADD: Added sounds when inside a tank/vehicle and being hit by shells ADD: New sounds for M134 TWEAK: Overall explosions volumes reduced TWEAK: Overall weapon volume tweaks TWEAK: Overall vehicle volume tweaks TWEAK: Overall CFG tweaks TWEAK: Overall Script cleaning and tweaks TWEAK: Overall soniccracks volume tweaks TWEAK: Reduced closure effect volumes TWEAK: Reduced movement volume TWEAK: Increased wind loudness on heavy overcast TWEAK: Tweaked all config values for better ingame volume management TWEAK: Tweaked environmental volumes TWEAK: Tweaked M200 CFG for less audible closure effects TWEAK: Tweaked Zafir CFG for less audible closure effects TWEAK: AH9 Blackfoot gatling gun volume CHANGE: Bullethits got further updates CHANGE: Wind noises in Helicopters reduced CHANGE: Close snaps are sound more frightening CHANGE: New Whizz/Hizz sounds CHANGE: Tweaked most weapons with new sounds CHANGE: Made optional sounds for Ijured/Moaning noises CHANGE: Helicopter stress sounds reduced Changed PBOs: Core files: DFYRE_A_core.pbo, DFYRE_C_core.pbo, DFYRE_S_core.pbo Environmental files: DFYRE_E_bullethits.pbo, DFYRE_E_environment.pbo, DFYRE_E_explosions.pbo, DFYRE_E_movement.pbo, DFYRE_E_sonic_cracks.pbo Sound Pools DFYRE_P_airsounds.pbo, DFYRE_P_boatsounds.pbo, DFYRE_P_environmensounds.pbo, DFYRE_P_shells.pbo, DFYRE_P_tanksounds.pbo, DFYRE_P_vehiclesounds.pbo, DFYRE_P_vehicleweaponsounds.pbo, DFYRE_P_weaponsounds.pbo Air vehicles DFYRE_V_A_a-143 buzzard.pbo, DFYRE_V_A_a-164_wipeout.pbo, DFYRE_V_A_ah99_blackfoot.pbo, DFYRE_V_A_ah9_pawnee.pbo, DFYRE_V_A_ar-2_darter.pbo, DFYRE_V_A_ch-67_huron.pbo, DFYRE_V_A_ch49_mohawk.pbo, DFYRE_V_A_mi-290_taru.pbo, DFYRE_V_A_mi48_kajman.pbo, DFYRE_V_A_mq4a_greyhawk.pbo, DFYRE_V_A_po30_orca.pbo, DFYRE_V_A_to-199_neophron.pbo, DFYRE_V_A_uh80_ghosthawk.pbo, DFYRE_V_A_wy-55_hellcat.pbo Boats DFYRE_V_B_boat_armed_1.pbo Armored vehicles DFYRE_V_T_2s9_sorcher.pbo, DFYRE_V_T_afv-4_gorgon.pbo, DFYRE_V_T_amv-7_marshal.pbo, DFYRE_V_T_btr-k_kamysh.pbo, DFYRE_V_T_fv-720_mora.pbo, DFYRE_V_T_ifv-6a_cheetah.pbo, DFYRE_V_T_ifv-6c_panther.pbo, DFYRE_V_T_m2a1_slammer.pbo, DFYRE_V_T_m4_scorcher.pbo, DFYRE_V_T_m5_sandstorm.pbo, DFYRE_V_T_mbt-52_kuma.pbo, DFYRE_V_T_mse-3_marid.pbo, DFYRE_V_T_t100_varsuk.pbo, DFYRE_V_T_zsu-39_tigris.pbo Wheeled Vehicles DFYRE_V_W_hatchback.pbo, DFYRE_V_W_hemtt.pbo, DFYRE_V_W_hunter.pbo, DFYRE_V_W_ifrit.pbo, DFYRE_V_W_offroad.pbo, DFYRE_V_W_quadbike.pbo, DFYRE_V_W_strider.pbo, DFYRE_V_W_suv.pbo, DFYRE_V_W_tempest_transport.pbo, DFYRE_V_W_van.pbo, DFYRE_V_W_zamak_transport.pbo Heavy weapons DFYRE_W_H_230mm titan missile.pbo, DFYRE_W_H_air_weapons.pbo, DFYRE_W_H_autocannon 35 mm.pbo, DFYRE_W_H_cannon 120 mm.pbo, DFYRE_W_H_cannon caseless 30 mm.pbo, DFYRE_W_H_ctws cannon 30 mm.pbo, DFYRE_W_H_dagr.pbo, DFYRE_W_H_dar.pbo, DFYRE_W_H_gatling 6.5 mm.pbo, DFYRE_W_H_gatling cannon 20 mm.pbo, DFYRE_W_H_gatling cannon 30mm.pbo, DFYRE_W_H_howitzer 155 mm.pbo, DFYRE_W_H_m134.pbo, DFYRE_W_H_m200 lmg 6.5 mm.pbo, DFYRE_W_H_mk32 gmg 20 mm.pbo, DFYRE_W_H_rcws gmg 40 mm.pbo, DFYRE_W_H_rcws hmg 12.7 mm.pbo, DFYRE_W_H_skalpel atgm.pbo, DFYRE_W_H_skyfire.pbo, DFYRE_W_H_titan missile.pbo Small weapons DFYRE_W_S_4-five45.pbo, DFYRE_W_S_acp-c2 .45.pbo, DFYRE_W_S_assault rifle 6.5x39 mm.pbo, DFYRE_W_S_gm6 lynx 12.7 mm.pbo, DFYRE_W_S_katiba 6.5 mm.pbo, DFYRE_W_S_m320 lrr .408.pbo, DFYRE_W_S_mk18 abr 7.62 mm.pbo, DFYRE_W_S_mk20 5.56 mm.pbo, DFYRE_W_S_mk200 6.5 mm.pbo, DFYRE_W_S_p07 9 mm.pbo, DFYRE_W_S_pcml.pbo, DFYRE_W_S_pdw2000 9 mm.pbo, DFYRE_W_S_rahim 7.62 mm.pbo, DFYRE_W_S_rook-40 9 mm.pbo, DFYRE_W_S_rpg-42 alamut.pbo, DFYRE_W_S_sting 9 mm.pbo, DFYRE_W_S_titan mprl launcher.pbo, DFYRE_W_S_trg-21 5.56 mm.pbo, DFYRE_W_S_ugl_grenadelauncher.pbo, DFYRE_W_S_underwater gun.pbo, DFYRE_W_S_vermin smg .45 acp.pbo, DFYRE_W_S_zafir 7.62 mm.pbo, DFYRE_W_S_zubr .45.pbo Not sure when I get to update the mod. Bakerman and LAxmann are currently figuring out the problem with the satchels and mines that cause explosion sounds when getting disarmed. Also adding the Inside-vehicle-hit sounds soon, made the sounds already. Also some tweaks and changes need further testing but so far it seems to be ok. If everything works out its gonna be FINAL and not RC5. LJ Edited January 16, 2015 by LordJarhead Share this post Link to post Share on other sites
Jackal326 1181 Posted January 16, 2015 Bulletshits Did anyone else read that the same way I did? :D Share this post Link to post Share on other sites
bullhorn 18 Posted January 16, 2015 Ooooh, man I can't wait. 'FIX: Explosions are hearable in MP now FIX: Explosions dont have explosion sound anymore when being disarmed' - My clan noticed if you shoot a GP straight at your feet, it doesn't explode - but a few seconds later the shooter hears the explosions - while nobody else does. It might be related or not, maybe you should check it out. Share this post Link to post Share on other sites
LordJarhead 1725 Posted January 16, 2015 Ooooh, man I can't wait. You didn`t read through the changelog, did you? TWEAK: Reduced movement volume LJ Share this post Link to post Share on other sites
bullhorn 18 Posted January 16, 2015 Yeah, edited my crap too late. :p Share this post Link to post Share on other sites
Jalio 1 Posted January 16, 2015 *Dribbled* Thank you sooo much for your efforts! Share this post Link to post Share on other sites
NorX Aengell 23 Posted January 16, 2015 Really nice mod and really nice changelog :). If i can point something do you have changed the sound of the minigun for the armed littlebird ? Cause it sound vanilla for me and omg they sound odd... Otherwise the mod is just perfect ;). Share this post Link to post Share on other sites
LordJarhead 1725 Posted January 16, 2015 Really nice mod and really nice changelog :).If i can point something do you have changed the sound of the minigun for the armed littlebird ? Cause it sound vanilla for me and omg they sound odd... Otherwise the mod is just perfect ;). ADD: New sounds for M134 ;) LJ Share this post Link to post Share on other sites
das attorney 858 Posted January 16, 2015 Did anyone else read that the same way I did? :D Yep! :) Share this post Link to post Share on other sites
akalegman 10 Posted January 16, 2015 DragonFyre is awesome - thank you for all of your hard work :p Share this post Link to post Share on other sites
Tonci87 163 Posted January 16, 2015 Did anyone else read that the same way I did? :D Damn sure I did :D LJ, no mention of new Thunder sounds, will you make any? Share this post Link to post Share on other sites
bakerman 247 Posted January 16, 2015 My clan noticed if you shoot a GP straight at your feet, it doesn't explode - but a few seconds later the shooter hears the explosions - while nobody else does. It might be related or not, maybe you should check it out. Thanks for letting us know, this has now been fixed. Share this post Link to post Share on other sites
LordJarhead 1725 Posted January 16, 2015 Thanks for letting us know, this has now been fixed. Adding to the changelog ;) LJ Share this post Link to post Share on other sites
Megiddo 73 Posted January 16, 2015 (edited) Solid work LJ, changelog seems very promising! saw you worked on volume tweaks/air vehicles, including jets, just wanted to precise my last post about them : you caught well the reactor sounds, the fly-by feeling and the hearing distance, what about the volume regarding player position compared to the jet? growing as it approaches, a scream as it passes above your head, decreasing as it gains distance...seemed quite linear, let's say, in a 800-1000m radius from the player. Sure you got the idea. Thanks again making arma 3 better :) Edited January 16, 2015 by Megiddo Share this post Link to post Share on other sites