ineptaphid 6413 Posted January 18, 2016 The issue appeared in 1.54 as well it may be game related. I need to test it without any sound mod this evening. EDIT: After tests - its fault of Arma itself. Is it? i was running arma with DragonFyre 2.5 and flare sounds were back again.Maybe it adds them? Share this post Link to post Share on other sites
haleks 8212 Posted January 18, 2016 I presume GVars stands for Global Variables. Share this post Link to post Share on other sites
laxemann 1673 Posted January 18, 2016 I presume GVars stands for Global Variables. Right! Share this post Link to post Share on other sites
ineptaphid 6413 Posted January 18, 2016 I presume GVars stands for Global Variables. Thanks! If you don't ask..you'll never know :) Share this post Link to post Share on other sites
Guest Posted January 18, 2016 New version frontpaged on the Armaholic homepage. DynaSound v1.11 Community Base addons A3 Share this post Link to post Share on other sites
alexcroox 29 Posted January 18, 2016 Anyone got a preview of the new sounds available? :D Share this post Link to post Share on other sites
gza036 7 Posted January 18, 2016 Should this be used with Enhanced Soundscape or is that included with Dynasound? Share this post Link to post Share on other sites
xxgetbuck123 945 Posted January 19, 2016 Why not testing it first? :P Someone else had the same issue one or two months ago and found out it wasn't DynaSound related. You wouldn't happen to know where I can find the countermeasure sound in any configs do you? One of the few sounds I've never been able to find :( Share this post Link to post Share on other sites
seba1976 98 Posted January 19, 2016 Should this be used with Enhanced Soundscape or is that included with Dynasound? Not included. Intention is to keep them separated so far. Share this post Link to post Share on other sites
laxemann 1673 Posted January 19, 2016 By the way, the mod got removed from Steam Workshop for some reason (Got no message or anything, someone probably thought it was fun reporting it?). Edit: Nvm, "pls accept eula" Share this post Link to post Share on other sites
Vasily.B 529 Posted January 19, 2016 Is it? i was running arma with DragonFyre 2.5 and flare sounds were back again.Maybe it adds them? Yes, i tested DF 2,5 and sound of flares are back somehow..... But test it without any mod (vanila) - no sound is present, or even if there is any, its too quiet. Share this post Link to post Share on other sites
ineptaphid 6413 Posted January 20, 2016 Should this be used with Enhanced Soundscape or is that included with Dynasound? This has been asked and answered many,many times in this thread(including on the previous page) Please check before asking.Thanks :) 2 Share this post Link to post Share on other sites
gza036 7 Posted January 20, 2016 This has been asked and answered many,many times in this thread(including on the previous page) Please check before asking.Thanks :) Ahh yes, apologies, I see all the detailed explanations now. Will have to figure out which combination of Dragonfyre, Dynasound, and ES is very best Share this post Link to post Share on other sites
ineptaphid 6413 Posted January 20, 2016 Ahh yes, apologies, I see all the detailed explanations now. Will have to figure out which combination of Dragonfyre, Dynasound, and ES is very best Well i wrote a little bit about the combination I use on this page-it may help you. https://forums.bistudio.com/topic/185986-dynasound-a-sound-mod-by-laxemann-release/page-17 1 Share this post Link to post Share on other sites
laxemann 1673 Posted January 21, 2016 DynaSound + the current Enhanced Soundscape dev version in an urban environment: *happyface* :D EDIT Switching DynaSound to the new sound engine stuff and it's amazing :wub: 11 Share this post Link to post Share on other sites
sargken 286 Posted January 22, 2016 Your killing me here. Can't wait man, good job. Share this post Link to post Share on other sites
bux578 65 Posted January 22, 2016 Hey laxemann, some more UBC's 12:36:44 Updating base class BaseSoundModeType->, by LAxemann\DynaSound\addons\DS_w_Titan\config.bin/CfgWeapons/launch_Titan_base/Single/StandardSound/ 12:36:44 Updating base class ->BaseSoundModeType, by LAxemann\DynaSound\addons\DS_w_Titan\config.bin/CfgWeapons/missiles_titan/StandardSound/ and script errors: 13:02:17 Error in expression <S_fnc_selectRandom); }; while {alive _projectile} do { if (alive _projectile)> 13:02:17 Error position: <_projectile} do { if (alive _projectile)> 13:02:17 Error Nicht definierte Variable in Ausdruck: _projectile 13:02:17 File LAxemann\DynaSound\addons\DS_sys\scripts\Rocket\MLRS.sqf, line 51 13:02:17 Error in expression < nearObjects 45) select 0); if ((typeOf _projectile) != "R_230mm_fly") then { _p> 13:02:17 Error position: <_projectile) != "R_230mm_fly") then { _p> 13:02:17 Error Nicht definierte Variable in Ausdruck: _projectile 13:02:17 File LAxemann\DynaSound\addons\DS_sys\scripts\Rocket\MLRS.sqf, line 42 13:02:47 Submunition: R_230mm_HE 13:02:49 Submunition: R_230mm_HE 13:02:51 Submunition: R_230mm_HE 13:02:53 Submunition: R_230mm_HE 13:02:55 Submunition: R_230mm_HE 13:02:57 Submunition: R_230mm_HE 13:03:28 Error in expression <select 1); }; if (_dist <= 1100) then { _projectile say3d (["incoming_1","incomi> 13:03:28 Error position: <_projectile say3d (["incoming_1","incomi> 13:03:28 Error Nicht definierte Variable in Ausdruck: _projectile 13:03:28 File LAxemann\DynaSound\addons\DS_sys\scripts\Rocket\MLRS.sqf, line 46 13:03:28 Error in expression <S_fnc_selectRandom); }; while {alive _projectile} do { if (alive _projectile)> 13:03:28 Error position: <_projectile} do { if (alive _projectile)> 13:03:28 Error Nicht definierte Variable in Ausdruck: _projectile 13:03:28 File LAxemann\DynaSound\addons\DS_sys\scripts\Rocket\MLRS.sqf, line 51 13:03:28 Error in expression < nearObjects 45) select 0); if ((typeOf _projectile) != "R_230mm_fly") then { _p> 13:03:28 Error position: <_projectile) != "R_230mm_fly") then { _p> 13:03:28 Error Nicht definierte Variable in Ausdruck: _projectile 13:03:28 File LAxemann\DynaSound\addons\DS_sys\scripts\Rocket\MLRS.sqf, line 42 13:03:33 Error in expression <select 1); }; if (_dist <= 1100) then { _projectile say3d (["incoming_1","incomi> 13:03:33 Error position: <_projectile say3d (["incoming_1","incomi> 13:03:33 Error Nicht definierte Variable in Ausdruck: _projectile 13:03:33 File LAxemann\DynaSound\addons\DS_sys\scripts\Rocket\MLRS.sqf, line 46 13:03:33 Error in expression <S_fnc_selectRandom); }; while {alive _projectile} do { if (alive _projectile)> 13:03:33 Error position: <_projectile} do { if (alive _projectile)> 13:03:33 Error Nicht definierte Variable in Ausdruck: _projectile 13:03:33 File LAxemann\DynaSound\addons\DS_sys\scripts\Rocket\MLRS.sqf, line 51 13:03:33 Error in expression < nearObjects 45) select 0); if ((typeOf _projectile) != "R_230mm_fly") then { _p> 13:03:33 Error position: <_projectile) != "R_230mm_fly") then { _p> 13:03:33 Error Nicht definierte Variable in Ausdruck: _projectile 13:03:33 File LAxemann\DynaSound\addons\DS_sys\scripts\Rocket\MLRS.sqf, line 42 13:03:38 Error in expression <select 1); }; if (_dist <= 1100) then { _projectile say3d (["incoming_1","incomi> 13:03:38 Error position: <_projectile say3d (["incoming_1","incomi> 13:03:38 Error Nicht definierte Variable in Ausdruck: _projectile 13:03:38 File LAxemann\DynaSound\addons\DS_sys\scripts\Rocket\MLRS.sqf, line 46 13:03:38 Error in expression <S_fnc_selectRandom); }; while {alive _projectile} do { if (alive _projectile)> 13:03:38 Error position: <_projectile} do { if (alive _projectile)> 13:03:38 Error Nicht definierte Variable in Ausdruck: _projectile 13:03:38 File LAxemann\DynaSound\addons\DS_sys\scripts\Rocket\MLRS.sqf, line 51 13:03:38 Error in expression < nearObjects 45) select 0); if ((typeOf _projectile) != "R_230mm_fly") then { _p> 13:03:38 Error position: <_projectile) != "R_230mm_fly") then { _p> 13:03:38 Error Nicht definierte Variable in Ausdruck: _projectile 13:03:38 File LAxemann\DynaSound\addons\DS_sys\scripts\Rocket\MLRS.sqf, line 42 13:04:43 Submunition: R_230mm_HE 13:04:45 Submunition: R_230mm_HE 13:04:46 Submunition: R_230mm_HE 13:04:48 Submunition: R_230mm_HE 13:04:51 Submunition: R_230mm_HE 13:04:53 Submunition: R_230mm_HE 13:04:54 Submunition: R_230mm_HE 13:04:56 Submunition: R_230mm_HE 13:04:58 Submunition: R_230mm_HE 13:05:00 Submunition: R_230mm_HE 13:05:02 Submunition: R_230mm_HE 13:05:24 Error in expression <select 1); }; if (_dist <= 1100) then { _projectile say3d (["incoming_1","incomi> 13:05:24 Error position: <_projectile say3d (["incoming_1","incomi> 13:05:24 Error Nicht definierte Variable in Ausdruck: _projectile 13:05:24 File LAxemann\DynaSound\addons\DS_sys\scripts\Rocket\MLRS.sqf, line 46 13:05:24 Error in expression <S_fnc_selectRandom); }; while {alive _projectile} do { if (alive _projectile)> 13:05:24 Error position: <_projectile} do { if (alive _projectile)> 13:05:24 Error Nicht definierte Variable in Ausdruck: _projectile 13:05:24 File LAxemann\DynaSound\addons\DS_sys\scripts\Rocket\MLRS.sqf, line 51 13:05:24 Error in expression < nearObjects 45) select 0); if ((typeOf _projectile) != "R_230mm_fly") then { _p> 13:05:24 Error position: <_projectile) != "R_230mm_fly") then { _p> 13:05:24 Error Nicht definierte Variable in Ausdruck: _projectile 13:05:24 File LAxemann\DynaSound\addons\DS_sys\scripts\Rocket\MLRS.sqf, line 42 13:05:27 Error in expression <S_fnc_selectRandom); }; while {alive _projectile} do { if (alive _projectile)> 13:05:27 Error position: <_projectile} do { if (alive _projectile)> 13:05:27 Error Nicht definierte Variable in Ausdruck: _projectile 13:05:27 File LAxemann\DynaSound\addons\DS_sys\scripts\Rocket\MLRS.sqf, line 51 13:05:27 Error in expression < nearObjects 45) select 0); if ((typeOf _projectile) != "R_230mm_fly") then { _p> 13:05:27 Error position: <_projectile) != "R_230mm_fly") then { _p> 13:05:27 Error Nicht definierte Variable in Ausdruck: _projectile 13:05:27 File LAxemann\DynaSound\addons\DS_sys\scripts\Rocket\MLRS.sqf, line 42 13:05:32 Error in expression <S_fnc_selectRandom); }; while {alive _projectile} do { if (alive _projectile)> 13:05:32 Error position: <_projectile} do { if (alive _projectile)> 13:05:32 Error Nicht definierte Variable in Ausdruck: _projectile 13:05:32 File LAxemann\DynaSound\addons\DS_sys\scripts\Rocket\MLRS.sqf, line 51 13:05:32 Error in expression < nearObjects 45) select 0); if ((typeOf _projectile) != "R_230mm_fly") then { _p> 13:05:32 Error position: <_projectile) != "R_230mm_fly") then { _p> 13:05:32 Error Nicht definierte Variable in Ausdruck: _projectile 13:05:32 File LAxemann\DynaSound\addons\DS_sys\scripts\Rocket\MLRS.sqf, line 42 13:05:34 Error in expression <S_fnc_selectRandom); }; while {alive _projectile} do { if (alive _projectile)> 13:05:34 Error position: <_projectile} do { if (alive _projectile)> 13:05:34 Error Nicht definierte Variable in Ausdruck: _projectile 13:05:34 File LAxemann\DynaSound\addons\DS_sys\scripts\Rocket\MLRS.sqf, line 51 13:05:34 Error in expression < nearObjects 45) select 0); if ((typeOf _projectile) != "R_230mm_fly") then { _p> 13:05:34 Error position: <_projectile) != "R_230mm_fly") then { _p> 13:05:34 Error Nicht definierte Variable in Ausdruck: _projectile 13:05:34 File LAxemann\DynaSound\addons\DS_sys\scripts\Rocket\MLRS.sqf, line 42 13:05:35 Error in expression <select 1); }; if (_dist <= 1100) then { _projectile say3d (["incoming_1","incomi> 13:05:35 Error position: <_projectile say3d (["incoming_1","incomi> 13:05:35 Error Nicht definierte Variable in Ausdruck: _projectile 13:05:35 File LAxemann\DynaSound\addons\DS_sys\scripts\Rocket\MLRS.sqf, line 46 13:05:35 Error in expression <S_fnc_selectRandom); }; while {alive _projectile} do { if (alive _projectile)> 13:05:35 Error position: <_projectile} do { if (alive _projectile)> 13:05:35 Error Nicht definierte Variable in Ausdruck: _projectile 13:05:35 File LAxemann\DynaSound\addons\DS_sys\scripts\Rocket\MLRS.sqf, line 51 13:05:35 Error in expression < nearObjects 45) select 0); if ((typeOf _projectile) != "R_230mm_fly") then { _p> 13:05:35 Error position: <_projectile) != "R_230mm_fly") then { _p> 13:05:35 Error Nicht definierte Variable in Ausdruck: _projectile 13:05:35 File LAxemann\DynaSound\addons\DS_sys\scripts\Rocket\MLRS.sqf, line 42 13:05:41 Error in expression <select 1); }; if (_dist <= 1100) then { _projectile say3d (["incoming_1","incomi> 13:05:41 Error position: <_projectile say3d (["incoming_1","incomi> 13:05:41 Error Nicht definierte Variable in Ausdruck: _projectile 13:05:41 File LAxemann\DynaSound\addons\DS_sys\scripts\Rocket\MLRS.sqf, line 46 13:05:41 Error in expression <S_fnc_selectRandom); }; while {alive _projectile} do { if (alive _projectile)> 13:05:41 Error position: <_projectile} do { if (alive _projectile)> 13:05:41 Error Nicht definierte Variable in Ausdruck: _projectile 13:05:41 File LAxemann\DynaSound\addons\DS_sys\scripts\Rocket\MLRS.sqf, line 51 13:05:41 Error in expression < nearObjects 45) select 0); if ((typeOf _projectile) != "R_230mm_fly") then { _p> 13:05:41 Error position: <_projectile) != "R_230mm_fly") then { _p> 13:05:41 Error Nicht definierte Variable in Ausdruck: _projectile 13:05:41 File LAxemann\DynaSound\addons\DS_sys\scripts\Rocket\MLRS.sqf, line 42 Full RPT: http://pastebin.com/1wnQEqU4 Share this post Link to post Share on other sites
laxemann 1673 Posted January 22, 2016 Thanks, bux! Should've been the last UBC issue :D Exciting times, I ported everything except for the explosions over to the new sound configuration. This makes 80% of the scripted stuff obsolete while increasing performance quite a bit since everything is running engine-side. Thanks to Joko and Blaubär/Baermitumlaut I also might be able to speed existing script stuff up, not just for DS, but also Enhanced Soundscape and my other key mods. Yay! :D Also, the new sound engine stuff makes it possible to very precisely define which weapon is how loud at which volume, this was kinda hard to achieve with the old methods I used. Tank cannons for example are now _really_ sticking out when comparing them to smallarms in distant battles! 9 Share this post Link to post Share on other sites
ineptaphid 6413 Posted January 22, 2016 Thanks, bux! Should've been the last UBC issue :D Exciting times, I ported everything except for the explosions over to the new sound configuration. This makes 80% of the scripted stuff obsolete while increasing performance quite a bit since everything is running engine-side. Thanks to Joko and Blaubär/Baermitumlaut I also might be able to speed existing script stuff up, not just for DS, but also Enhanced Soundscape and my other key mods. Yay! :D These certainly are exciting times! DynaSound and DragonFyre are both updating and becoming better than ever on an almost weekly basis recently. It's getting hard to keep up :) Share this post Link to post Share on other sites
laxemann 1673 Posted January 23, 2016 DynaSound is ported to the new Sound Configuration, the next update will be released as soon as it's on stable (Eden Update afaik) Totally worth it! :) 8 Share this post Link to post Share on other sites
ineptaphid 6413 Posted January 23, 2016 DynaSound is ported to the new Sound Configuration, the next update will be released as soon as it's on stable (Eden Update afaik) Totally worth it! :) Great news Lax.Looking forward to it. Share this post Link to post Share on other sites
dunedain 48 Posted January 24, 2016 Can't wait as well. As it is Dynasound makes Arma3 vastly more immersive, I was using it on EUTW PVP warfare yesterday and getting pounded by Orca's rockets, 40mm grenades and bullets of all calibers really gave me an adrenaline rush I haven't felt playing Arma3 in a very long time. ;) Share this post Link to post Share on other sites
ineptaphid 6413 Posted January 24, 2016 Can't wait as well. As it is Dynasound makes Arma3 vastly more immersive, I was using it on EUTW PVP warfare yesterday and getting pounded by Orca's rockets, 40mm grenades and bullets of all calibers really gave me an adrenaline rush I haven't felt playing Arma3 in a very long time. ;) Had a similar experience myself-i was playing a single player mission,I was driving along a road in Altis and a Kaiman opened fire on my landrover with it's 30mm cannon-terrifying! I jumped out and hid under a small bridge as it circled around overhead and blew up my car with a rocket.I felt totally hunted and the sound of the chopper was so loud and intimidating.Great stuff :) Share this post Link to post Share on other sites
jumpinghubert 49 Posted January 24, 2016 Can't wait as well. As it is Dynasound makes Arma3 vastly more immersive, I was using it on EUTW PVP warfare yesterday and getting pounded by Orca's rockets, 40mm grenades and bullets of all calibers really gave me an adrenaline rush I haven't felt playing Arma3 in a very long time. ;) Same here, I cannot play on other mp servers because only EUTW have the both most immersive mods allowed: badbenson´s texture-replacement and dynasound. Share this post Link to post Share on other sites