Jump to content

Recommended Posts

Holy shit guys. :) It has finally happened. I poked the great Frenkee (the one and only Frenkee audio programmer who made the A3 audio engine upgrade happen) long enough to end the guesswork on sound controllers (which you use in your simple expressions for sound configuration). He has implemented some functions we can use to show the values and print them into a hint (for example).
 
It's here, in DEV branch! :)
 
So I made a showcase video, wrote the documentation and with the help of the one and only great community veteran .kju created an example mission that will blow your mind.
 
Here we go guys. You're welcome. :)
(I'm a bit hyped in the video. Just a bit. :))


 
Documentation (Thanks to .kju for cleaning up!)
 

Example Mission Download

  • Like 9

Share this post


Link to post
Share on other sites

Hello guys!
 

Alot of gun sounds nowdays sound really bad compared to the vanilla guns cause of the sounduppdate. I have for a while tried to use vanilla sounds for a mod but cant make it work. The "sound" is working fine BUT the effect of being indors when shooting and such dose not work at all. Do you guys know how to inherit the sound shaders(?) from vanilla?

Thanks in advance  :wub:  :wub:  

Share this post


Link to post
Share on other sites

Hello guys!

 

Alot of gun sounds nowdays sound really bad compared to the vanilla guns cause of the sounduppdate. I have for a while tried to use vanilla sounds for a mod but cant make it work. The "sound" is working fine BUT the effect of being indors when shooting and such dose not work at all. Do you guys know how to inherit the sound shaders(?) from vanilla?

Thanks in advance  :wub:  :wub:  

The issue lies in your config yet you do not show you config, so how are we supposed to help? Post your config!

  • Like 1

Share this post


Link to post
Share on other sites

Hello again! Here is my config. Main Class is My_gun and My_GunC is the gun itself. 

 

class CfgPatches
{
class My_gun
{
units[] = {};
weaopons[] =
{
"My_gunC"
};
requierdVersion = 0.1;
requierdAddons[] =
{
"A3_Data_F",
"A3_UI_F",
"A3_Anims_F",
"A3_Anims_F_Config_Sdr",
"A3_Weapons_F",
"asdg_jointrails",
};
}
}
class Mode_SemiAuto;
class Mode_Burst;
class Mode_FullAuto;
class SlotInfo;
class CowsSlot;
class PointerSlot;
class MuzzleSlot;
// Cfg mag och bulletbase

//asdg classerna
class asdg_SlotInfo;
class asdg_FrontSideRail;
class asdg_OpticRail;
class asdg_OpticRail1913;
class asdg_OpticRail1913_short;
class asdg_UnderSlot;
class asdg_MuzzleSlot_556;

class CfgWeapons
{
class Rifle;
class Rifle_Base_F : Rifle
{
class WeaponSlotsInfo;
};
class UGL_F;
class My_gunC : Rifle_Base_F
{
author = "";
_generalMacro = "My_gunC";
scope = 2;
model = "My_gun\My_gunC_iron.p3d"
displayName = "My_gunC";
picture = "\My_gun\data\ui\gear_My_gunC_x_ca.paa";
UiPicture = "\My_gun\data\ui\gear_My_gunC_x_ca.paa";
class Library
{
libTextDesc = "$STR_A3_CfgWeapons_arifle_Mk20_Library0";
};
descriptionShort = "nill";
inertia = 0.40000001;
dexterity = 1.6;
initSpeed = 900;
class ItemInfo
{
priority = 1;
};
magazines[] = // Vanill magasin
{
"30Rnd_556x45_Stanag",
"30Rnd_556x45_Stanag_Tracer_Red",
"30Rnd_556x45_Stanag_Tracer_Green",
"30Rnd_556x45_Stanag_Tracer_Yellow",
"30Rnd_556x45_Stanag_red",
"30Rnd_556x45_Stanag_green"
};
reloadAction = "GestureReloadSMG_02";
recoil = "recoil_mx"; // MX recoil pattern
maxZeroing = 800;
class WeaponSlotsInfo : WeaponSlotsInfo
{
mass = 80;
class asdg_OpticRail_My_gunC : asdg_OpticRail1913
{
iconPosition[] = { 0.55000001,0.30000001 };
iconScale = 0.17;
iconPicture = "\A3\Weapons_F\Data\UI\attachment_top.paa";
iconPinpoint = "Bottom";
};
class MuzzleSlot : MuzzleSlot
{
linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
compatibleItems[] =
{
"muzzle_snds_M"
};
iconPosition[] = { 0,0.38 };
iconScale = 0.2;
};
class CowsSlot : CowsSlot
{
iconPosition[] = { 0.44999999,0.25 };
iconScale = 0.2;
};
class PointerSlot : PointerSlot
{
iconPosition[] = { 0.34999999,0.34999999 };
iconScale = 0.25;
};
};
distanceZoomMin = 300;
distanceZoomMax = 300;
handAnim[] =
{
"OFP2_ManSkeleton",
"\My_gun\anim\My_gunC_FHG.rtm"
};
// LJUD GREJER
bullet1[] =
{
"A3\sounds_f\weapons\shells\7_62\metal_762_01",
0.79432821,
1,
15
};
bullet2[] =
{
"A3\sounds_f\weapons\shells\7_62\metal_762_02",
0.79432821,
1,
15
};
bullet3[] =
{
"A3\sounds_f\weapons\shells\7_62\metal_762_03",
0.79432821,
1,
15
};
bullet4[] =
{
"A3\sounds_f\weapons\shells\7_62\metal_762_04",
0.79432821,
1,
15
};
bullet5[] =
{
"A3\sounds_f\weapons\shells\7_62\dirt_762_01",
0.79432821,
1,
15
};
bullet6[] =
{
"A3\sounds_f\weapons\shells\7_62\dirt_762_02",
0.79432821,
1,
15
};
bullet7[] =
{
"A3\sounds_f\weapons\shells\7_62\dirt_762_03",
0.79432821,
1,
15
};
bullet8[] =
{
"A3\sounds_f\weapons\shells\7_62\dirt_762_04",
0.79432821,
1,
15
};
bullet9[] =
{
"A3\sounds_f\weapons\shells\7_62\grass_762_01",
0.79432821,
1,
15
};
bullet10[] =
{
"A3\sounds_f\weapons\shells\7_62\grass_762_02",
0.79432821,
1,
15
};
bullet11[] =
{
"A3\sounds_f\weapons\shells\7_62\grass_762_03",
0.79432821,
1,
15
};
bullet12[] =
{
"A3\sounds_f\weapons\shells\7_62\grass_762_04",
0.79432821,
1,
15
};
soundBullet[] =
{
"bullet1",
0.082999997,
"bullet2",
0.082999997,
"bullet3",
0.082999997,
"bullet4",
0.082999997,
"bullet5",
0.082999997,
"bullet6",
0.082999997,
"bullet7",
0.082999997,
"bullet8",
0.082999997,
"bullet9",
0.082999997,
"bullet10",
0.082999997,
"bullet11",
0.082999997,
"bullet12",
0.082999997
};
modes[] =
{
"Single",
"FullAuto",
"fullauto_medium",
"single_medium_optics1",
"single_far_optics2"
};
drySound[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\dry_Mk20",
0.31622776,
1,
10
};
reloadMagazineSound[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\MX\Reload_MX",
1,
1,
10
};
changeFiremodeSound[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\firemode_Mk20",
0.25118864,
1,
5
};
class Single : Mode_SemiAuto
{
sounds[] =
{
"StandardSound",
"SilencedSound"
};
class BaseSoundModeType
{
weaponSoundEffect = "";
closure1[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\closure_Mk20_01",
0.70794576,
1,
10
};
closure2[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\closure_Mk20_02",
0.70794576,
1.1,
10
};
soundClosure[] =
{
"closure1",
0.5,
"closure2",
0.5
};
};
class StandardSound : BaseSoundModeType
{
begin1[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Mk20_short_01",
2.5118864,
1,
1400
};
begin2[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Mk20_short_02",
2.5118864,
1,
1400
};
begin3[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Mk20_short_03",
2.5118864,
1,
1400
};
soundBegin[] =
{
"begin1",
0.33000001,
"begin2",
0.33000001,
"begin3",
0.34
};
class SoundTails
{
class TailTrees
{
sound[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Mk20_tail_trees",
1,
1,
1400
};
frequency = 1;
volume = "(1-interior/1.4)*trees";
};
class TailForest
{
sound[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Mk20_tail_forest",
1,
1,
1400
};
frequency = 1;
volume = "(1-interior/1.4)*forest";
};
class TailInterior
{
sound[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Mk20_tail_interior",
1.5848932,
1,
1400
};
frequency = 1;
volume = "interior";
};
class TailMeadows
{
sound[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Mk20_tail_meadows",
1,
1,
1400
};
frequency = 1;
volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
};
class TailHouses
{
sound[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Mk20_tail_houses",
1,
1,
1400
};
frequency = 1;
volume = "(1-interior/1.4)*houses";
};
};
};
class SilencedSound : BaseSoundModeType
{
begin1[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Silencer_Mk20_short_01",
1,
1,
400
};
begin2[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Silencer_Mk20_short_02",
1,
1,
400
};
begin3[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Silencer_Mk20_short_03",
1,
1,
400
};
soundBegin[] =
{
"begin1",
0.33000001,
"begin2",
0.33000001,
"begin3",
0.34
};
class SoundTails
{
class TailTrees
{
sound[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Silencer_Mk20_Tail_trees",
1,
1,
400
};
frequency = 1;
volume = "(1-interior/1.4)*trees";
};
class TailForest
{
sound[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Silencer_Mk20_Tail_forest",
1,
1,
400
};
frequency = 1;
volume = "(1-interior/1.4)*forest";
};
class TailInterior
{
sound[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Silencer_Mk20_Tail_interior",
1,
1,
400
};
frequency = 1;
volume = "interior";
};
class TailMeadows
{
sound[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Silencer_Mk20_Tail_meadows",
1,
1,
400
};
frequency = 1;
volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
};
class TailHouses
{
sound[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Silencer_Mk20_Tail_houses",
1,
1,
400
};
frequency = 1;
volume = "(1-interior/1.4)*houses";
}; // LJUD GREJER SLUTAR
};
};
reloadTime = 0.09; // MINSKAD RPM SÃ… DEN MATCHAR IRL AK5 666 rpm
dispersion = 0.00116;
recoil = "recoil_single_mx"; // MX recoil pattern
recoilProne = "recoil_single_prone_mx"; // -||-
minRange = 2;
minRangeProbab = 0.5;
midRange = 150;
midRangeProbab = 0.69999999;
maxRange = 300;
maxRangeProbab = 0.2;
};
class FullAuto : Mode_FullAuto // MER LJUD GREJER
{
sounds[] =
{
"StandardSound",
"SilencedSound"
};
class BaseSoundModeType
{
closure1[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\closure_Mk20_01",
0.25118864,
1,
10
};
closure2[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\closure_Mk20_02",
0.25118864,
1.1,
10
};
soundClosure[] =
{
"closure1",
0.5,
"closure2",
0.5
};
};
class StandardSound : BaseSoundModeType
{
begin1[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Mk20_short_01",
2.5118864,
1,
1400
};
begin2[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Mk20_short_02",
2.5118864,
1,
1400
};
begin3[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Mk20_short_03",
2.5118864,
1,
1400
};
soundBegin[] =
{
"begin1",
0.33000001,
"begin2",
0.33000001,
"begin3",
0.34
};
class SoundTails
{
class TailTrees
{
sound[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Mk20_tail_trees",
1,
1,
1400
};
frequency = 1;
volume = "(1-interior/1.4)*trees";
};
class TailForest
{
sound[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Mk20_tail_forest",
1,
1,
1400
};
frequency = 1;
volume = "(1-interior/1.4)*forest";
};
class TailInterior
{
sound[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Mk20_tail_interior",
1.5848932,
1,
1400
};
frequency = 1;
volume = "interior";
};
class TailMeadows
{
sound[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Mk20_tail_meadows",
1,
1,
1400
};
frequency = 1;
volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
};
class TailHouses
{
sound[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Mk20_tail_houses",
1,
1,
1400
};
frequency = 1;
volume = "(1-interior/1.4)*houses";
};
};
};
class SilencedSound : BaseSoundModeType
{
begin1[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Silencer_Mk20_short_01",
1,
1,
400
};
begin2[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Silencer_Mk20_short_02",
1,
1,
400
};
begin3[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Silencer_Mk20_short_03",
1,
1,
400
};
soundBegin[] =
{
"begin1",
0.33000001,
"begin2",
0.33000001,
"begin3",
0.34
};
class SoundTails
{
class TailTrees
{
sound[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Silencer_Mk20_Tail_trees",
1,
1,
400
};
frequency = 1;
volume = "(1-interior/1.4)*trees";
};
class TailForest
{
sound[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Silencer_Mk20_Tail_forest",
1,
1,
400
};
frequency = 1;
volume = "(1-interior/1.4)*forest";
};
class TailInterior
{
sound[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Silencer_Mk20_Tail_interior",
1,
1,
400
};
frequency = 1;
volume = "interior";
};
class TailMeadows
{
sound[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Silencer_Mk20_Tail_meadows",
1,
1,
400
};
frequency = 1;
volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
};
class TailHouses
{
sound[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\Silencer_Mk20_Tail_houses",
1,
1,
400
};
frequency = 1;
volume = "(1-interior/1.4)*houses";
};
};
};
reloadTime = 0.09; //RPM MATCH
dispersion = 0.00116;
recoil = "recoil_auto_mx"; // Recoil pattern mx
recoilProne = "recoil_auto_prone_mx"; // -||-
minRange = 2;
minRangeProbab = 0.89999998;
midRange = 15;
midRangeProbab = 0.69999999;
maxRange = 30;
maxRangeProbab = 0.1;
aiRateOfFire = 1e-006;
};
class fullauto_medium : FullAuto
{
showToPlayer = 0;
burst = 3;
minRange = 2;
minRangeProbab = 0.5;
midRange = 75;
midRangeProbab = 0.69999999;
maxRange = 100;
maxRangeProbab = 0.050000001;
aiRateOfFire = 2;
aiRateOfFireDistance = 200;
};
class single_medium_optics1 : Single
{
requiredOpticType = 1;
showToPlayer = 0;
minRange = 5;
minRangeProbab = 0.2;
midRange = 350;
midRangeProbab = 0.69999999;
maxRange = 500;
maxRangeProbab = 0.30000001;
aiRateOfFire = 5;
aiRateOfFireDistance = 500;
};
class single_far_optics2 : single_medium_optics1
{
requiredOpticType = 2;
minRange = 100;
minRangeProbab = 0.2;
midRange = 550;
midRangeProbab = 0.69999999;
maxRange = 700;
maxRangeProbab = 0.050000001;
aiRateOfFire = 7;
aiRateOfFireDistance = 700;
};
class EGLM : UGL_F
{
useModelOptics = 0;
useExternalOptic = 0;
reloadMagazineSound[] =
{
"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\MK20_UGL_reload",
0.79432821,
1,
10
};
cameraDir = "OP_look";
discreteDistance[] = { 50,75,100,150,200,250,300,350,400 };
discreteDistanceCameraPoint[] =
{
"OP_eye_50",
"OP_eye_75",
"OP_eye_100",
"OP_eye_150",
"OP_eye_200",
"OP_eye_250",
"OP_eye_300",
"OP_eye_350",
"OP_eye_400"
};
discreteDistanceInitIndex = 1;
reloadAction = "GestureReloadMk20UGL";
};
aiDispersionCoefY = 6;
aiDispersionCoefX = 4;
};
};
};

Share this post


Link to post
Share on other sites

getEnvSoundControllers was changed to getAllEnvSoundControllers. I updated the example mission.

Now it's in dev-branch. Expect errors with the old mission. Redownload the example mission or change the script command yourself.

 

@Poppe: Will look at it when I have time, busy atm.

  • Like 1

Share this post


Link to post
Share on other sites

Hey guys,

 

I've made a sound mod for Iron Front Lite. I used Mikeros Tools completely and packed the PBO's on my P drive and the mod is still not working.  In game all I get is the closing sound of the bolt.  I tested all of the sounds using Wav to SSS and they worked just fine.  I'm really scratching my head on this one.  Any help would be appreciated.  I will be happy to upload the completed files and folders so any of you can have a look see.  

 

Thanks in advance for help.

 

Scott  

Share this post


Link to post
Share on other sites

please post the pbo or join discord and do it there :)

Share this post


Link to post
Share on other sites

Hey Mega and LJ, or anyone else who could help:  trying to make my configs a bit more advanced and robust/unique to aim higher for sound realism in A3 Jets.

 

Up until my latest F-16 release, I did not know you could create your own custom variables for sounds.  You can find an example in my latest F-16 release in using a separate class that uses a custom variable for the actuator nozzle sound on the F-16.  Fun stuff!  I wanted to expand on this but not sure where to start.  

 

Since aircraft sound different at various speeds, I would basically want to re-create this by adding more variables that cover a more specific speed/thrust factor and have the audio engine play and fade those audio samples if those values are met.  This would eliminate the need for specific scripts for the most part.

 

I'm working on an update to my @RealSound F-22 Raptor that uses the RHS' model from their pack. Here's an example of what I'm looking to do;

class EngineHighOut {
				sound[] = 
				{
					"RealSoundF22A\snd\new_ext\f22highpass.wss",
					2.5118899,
					.8,
					3000
				};
				frequency = "1";
				volume = "engineOn*camPos*(speed factor [1,200])";
				cone[]={3.1400001,3.9200001,2,0.5};
			};

class EngineHighOut2 {
				sound[] = 
				{
					"RealSoundF22A\snd\new_ext\f22lowpass.wss",
					2.5118899,
					.8,
					3000
				};
				frequency = "1";
				volume = "engineOn*camPos*(thrust factor <setvaluehere> + speedfactor variable])";
				cone[]={3.1400001,3.9200001,2,0.5};
			};

So, as you can see - the second high_out would only be met if the aircraft was at idle AND between a certain speed variable.  

 

Can it be done via this method?  

 

Thanks!

Share this post


Link to post
Share on other sites

Here is a Mega link to the rifles sound folder for IF Lite. I have added my sounds and converted them on my P: drive while using the latest tools.  For some reason they are not working in game.

 

I would appreciate it if someone would take a look and see what I'm doing wrong and possibly PBO them and try them in Iron Front to see if they work for you.

 

Thanks in advance for your help.

 

https://mega.nz/#!uhtg1bzS

 

Decryption Key : !7fj0or4tPVUMZfI7ganaIqvXRzSkrznL8WLOPjjNlbc

Share this post


Link to post
Share on other sites

 

Can it be done via this method?  

 

Thanks!

You can use "backwards" ramps.

 

(speed factor[0,50]) -> volume will increase while speed goes from 0 - 50.

(speed factor[50,0]) -> volume will decrease as speed goes from 0 - 50.

 

(speed factor[0,30]) * (speed factor[70,40]) -> volume increases from 0-30, then decreases from 40 to 70.

 

This is possible with any factor. You should check BI configs, they use it all the time, for their Vehicle Idle sounds for example, which fade out as a certain RPM comes in.

 

Here is a Mega link to the rifles sound folder for IF Lite. I have added my sounds and converted them on my P: drive while using the latest tools.  For some reason they are not working in game.

 

I would appreciate it if someone would take a look and see what I'm doing wrong and possibly PBO them and try them in Iron Front to see if they work for you.

 

Thanks in advance for your help.

 

https://mega.nz/#!uhtg1bzS

 

Decryption Key : !7fj0or4tPVUMZfI7ganaIqvXRzSkrznL8WLOPjjNlbc

These are just the sounds. What matters more is the configuration... Did you change any of it?

  • Like 1

Share this post


Link to post
Share on other sites

 

These are just the sounds. What matters more is the configuration... Did you change any of it?

 

I  haven't changed a thing.  if you look a t the config.cpp in the folder its incomplete or open ended depending on how you look at it.

 

 Thx again for your help.

Share this post


Link to post
Share on other sites

Thanks for that, Mega!  It helps a ton. :)

 

Any word on the new attenuation types?  I hear a difference with the aircraft right out of the gate, but that's with the config patch for the low pass filter you provided.  Did they make different configurable custom classes that you may set per object/vehicle/weapon instead of a global filter variable?

Share this post


Link to post
Share on other sites

Thanks for that, Mega!  It helps a ton. :)

 

Any word on the new attenuation types?  I hear a difference with the aircraft right out of the gate, but that's with the config patch for the low pass filter you provided.  Did they make different configurable custom classes that you may set per object/vehicle/weapon instead of a global filter variable?

No.

 

Assigning custom filters is only available for weapons at the moment.

 

And I personally would never change the global low pass filter settings and live with the restriction until soundsets are available for vehicles.

  • Like 2

Share this post


Link to post
Share on other sites

No.

 

Assigning custom filters is only available for weapons at the moment.

 

And I personally would never change the global low pass filter settings and live with the restriction until soundsets are available for vehicles.

Bummer, I will still be releasing with an optional patch that changes the filter as it makes the aircraft sound 10x better.  BI needs to get on this...

Share this post


Link to post
Share on other sites

Hey guys,

 

I've got a soundcontroller problem as well.  My interior sound is getting played and a few others too but just on specific positions and they are a bit quiet. To make them louder should not be a problem, just multiply the value but when I am on a road or something, no tail is getting played.

 

Here some config examples out of my config:

 

The soundShader itself:

 

    class myGun_tail_interior
    {
        samples[] =
        {
            {"myGun\sound\tails\indoor1.wss",1},
            {"myGun\sound\tails\indoor2.wss",1},
            {"myGun\sound\tails\indoor3.wss",1}
            

        };
        volume = "interior";
        range = 1000;
        limitation = 1;
    };

   

   class myGun_tail_houses
    {
        samples[] =
        {
            {"myGun\sound\tails\houses1.wss",1},
            {"myGun\sound\tails\houses2.wss",1},
            {"myGun\sound\tails\houses3.wss",1}
            

        };
        volume = "(1-interior/1.4)*houses/3";
        range = 1000;
        limitation = 1;
    };

    class myGun_tail_meadows
    {

        samples[] =
        {
            {myGun\sound\tails\meadows1.wss",1},
            {"myGun\sound\tails\meadows2.wss",1},
            {"myGun\sound\tails\meadows3.wss",1}
            

        };
        volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
        range = 1000;
        limitation = 1;
    };

 

Of course they are more but I think that is enough, no difference at the others except some values got replaced with  soundcontroller forest and so on.

 

The soundSet itself:

 

    class myGun_tails
    {
        soundShaders[] = {I mentioned all soundShaders I have here in quotes, splitted with a comma};
        volumeFactor = 3;
        volumeCurve = "InverseSquare3Curve";
        loop = 0;
        spatial = 1;
        sound3DProcessingType = "default3DProcessingType";
        doppler = 0;
        soundShadersLimit = 5; /// I've got 5 soundShaders in this set, so limitation is 5.
    }

 

 

 

 

Why I've just a sound on specific positions? Like I've mentioned, on a road for example I have no sound. On meadows I've absolutly no tail as well. What is wrong with that controllers?

Also, when I am in a forest for example, there are just some specific textures on the ground which will catch the forest tail. Sometimes I'll move about 1 meter and then there is no tail anymore when I fire the gun again.

 

Also I did not realy understand what I am doing there. (1-interior/1.4)*houses/1.3 What is the result of that?

 

What I see there is interior devided by 1.4 minus 1 which equals something about 0.285. We multiply houses after we have devided  houses by 1.3 which is 0.769. So we have a value of 0.2191.... what does that even mean??

 

And why we multiply everything (trees, forest, houses) with interior? Is interior a maincontroller or something? Did not find any description about that in the internet.

Share this post


Link to post
Share on other sites

Ive jumped back into trying to figure this stuff out again. I'll try and offer some help too

Share this post


Link to post
Share on other sites

Does anyone have any idea how to get around the changes ArmA3 update has made? DO I need to add anyting into the:

 

 

units[] = {};
  weapons[] = {};
  requiredVersion = 0.1;
  requiredAddons[] = {"A3_Weapons_F"};

 

 

Seems no sounds of the mod are played, only vanilla. It worked earlier in Speed of Sound. I think there was an update for ArmA3 and now only a few bullet impact work when I play. I tried DynaSound and all that plays is ArmA vanilla sounds

Share this post


Link to post
Share on other sites

Sorry guys, currently on rave after rave after rave, away from PC a lot, it's ok tho, it's summer. Will help as far as I can when I get home for more than a few hours. :)

 

Real quick:

@scheintot - can't look at your config / test right now, dev branch -> try stable branch Also often "no tail being played" = tail being played at quiet volume. Check the sound controller values with the mission stuff I posted on the last page or so.

@chammy - that config header is not important at all for us sound guys. However in your requiredAddons you have to put the cfgConfig "name" of the addon where the you find the weapons YOUR MOD is overriding, so that YOUR MOD can override THAT ADDON basically. It's basic stuff since A2 - if you want to override something, put the addon cfgPatches name into your "requiredAddons".

 

I'm off! :D Give me mushrooms, I'm a technomancer! (Voov 2016 was epic)

Share this post


Link to post
Share on other sites

I have one more problem :(   I am having trouble trying to make a darned pbo. ive tried Addonbuilder, pbomanager, pbomaker, pboproject and all I get is errors.  Well, pbomaker, all that pops up is the dos with a few symbol titles and that's it. The explanations given to me from BI forums to Steam to Discord are all very vague to say the least and looking up info and instructions turn out to be very cryptic to me. Can someone at least give me step by step? WHy is making pbo so much more a pain in the butt compared to ARmA2?

Share this post


Link to post
Share on other sites

The error im getting with pboproject is:

 

no tools binarizeno tools signifileBis Tools are not install for this engine type

 

grrrrrrrrrr

Share this post


Link to post
Share on other sites

The error im getting with pboproject is:

 

no tools binarizeno tools signifileBis Tools are not install for this engine type

 

grrrrrrrrrr

Sounds like your P drive isn't setup correctly. 

Share this post


Link to post
Share on other sites

Sounds like tools are missing. You sure you have all needed A3 tools and Mikero's tools? Sometimes you have to re-install A3 tools. "Check integrity of local data" and run the tools, then try again.

  • Like 1

Share this post


Link to post
Share on other sites

You can use "backwards" ramps.

 

(speed factor[0,50]) -> volume will increase while speed goes from 0 - 50.

(speed factor[50,0]) -> volume will decrease as speed goes from 0 - 50.

 

(speed factor[0,30]) * (speed factor[70,40]) -> volume increases from 0-30, then decreases from 40 to 70.

 

That answers alot for me thankyou!

 

I also have a question if i may MG.

 

Is it possible to play a sample on an increase of speed/thrust/rpm, but have it not play on the decrease?

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×