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Hello, thanks for the mod, excellent work, is it possible to change the sound of the airplane a164 with the real sound and to have a high volume when making a sharp flight? I hope to have been clear.

Greetings and thanks.

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The sound for the A-164's minigun doesn't loop properly, instead it keeps looping back to the beginning of the sound, causing the audio to stutter.

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Hey. I'm not that experienced in modding and never tried sound modding so i have no idea what is required. How hard would it be to create a patch/mod that implements JSRS's RHS Blackhawk and Little Bird sounds for CUP?

 

Imo it would give a huge quality boost for cup. 

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So I have noticed an issue with the RHS compats, they cause a lot of RPT spam for the reloading sounds. I don't allow the JSRS reloading sounds mod on our server, and it is only the RHS weapons that cause issues. The NIA one doesn't seem to be causing any issues.

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Hello,

 

fist update for 2019, I'm still here!

 

JSRS Soundmod - 6.19.0109 Changes:

Tweaks
- Tweaked most land vehicle volumes for interior and exterior sounds
- Tweaked some of the helicopter volumes
- Tweaked all weapons firing sounds to sound more bassy, metallic, modern FPS shooter like - Very drastic changes!
- Tweaked open field weapon firing reflections
- Tweaked all weapon firing volumes and distances
- Tweaked 3D processors for more environmental awereness
- Tweaked Vehicle weapon firing sounds for more interior feeling when the camera is inside the vehicle
- Tweaked Increased audible silenced weapon distance
- Tweaked Interior weapon firing silencer volume
- Tweaked Increased bullethit sounds volume and audible distance

 

Additions
- Added New environmental weapon firing reflections for urban and forest areas
- Added AD97 into vanilla content
- Added New interior vehicle firing sounds (Being in first person)

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I think there's a bit too much of the metallic effect, it almost overpowers the gun itself.

Furthermore, the M4A1 and AK74 from RHS don't have reload sounds, and there are probably more, and many RHS guns also don't seem to have any sound reflections/echo/reverb.

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Had a quick listen - damn brother, that's a huge improvement you did there, I really like what I heard so far :don16:

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@LordJarhead The new version of JSRS has a dependency on ASR_AI3_Skills and ASR_AI3_CFGWeapons. Can you please fix this?

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5 hours ago, GordonWeedman said:

I think there's a bit too much of the metallic effect, it almost overpowers the gun itself.

Furthermore, the M4A1 and AK74 from RHS don't have reload sounds, and there are probably more, and many RHS guns also don't seem to have any sound reflections/echo/reverb.

 

I think I got that fixed by updating all compats. Works all fine on my end

 

4 hours ago, laxemann said:

Had a quick listen - damn brother, that's a huge improvement you did there, I really like what I heard so far :don16:

 

Thank mate, glad you like it :) 

 

8 minutes ago, Maj Ray said:

@LordJarhead The new version of JSRS has a dependency on ASR_AI3_Skills and ASR_AI3_CFGWeapons. Can you please fix this?

 

Yeah I used that for a mission dependency and forgot to take it out of the mod. Should be fixed!

 

Also I update the jet sounds for the vanilla (old) jets, Wipeout, Buzzard and Neophron so they fit together with the Jet DLC sounds. You should check them out and have some nice flybys! :)

 

LJ

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The new sound fit really well!

 

Is JSRS CUP ever going to be a thing or is it unlikely? 

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13 hours ago, LordJarhead said:

 

I think I got that fixed by updating all compats. Works all fine on my end

 

Yep, updated compats fixed it!

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tested with RHS so far so good i think the M4 and AKM shooting sounds needs to be replaced as they sound too metalic  

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20 hours ago, kerozen said:

The new sound fit really well!

 

Is JSRS CUP ever going to be a thing or is it unlikely? 

 

Currently working on it. Weapons are all working so far it seems. Sitting on vehicles now, not sure if I ever gonna do all of them or just the basics. Will see. Gonna drop CUP latest next week and see to it that RHS should also have covered vehicles

 

 

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version 6.19.0109.2

 

The sound for an jet pilot is a masterpiece. Resetting and increasing the speed inside Neoprone sounds awesome!

 

LJ Thank you so much, that you exist in this world )

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New update>

 

JSRS Soundmod - 6.19.0114 Changes:
Tweaks

- Tweaked multiple vehicle driving sounds and volumes
- Tweaked Rocket and missile sound effects
- Tweaked Vehicle weapons interior firing sounds

Update JSRS Framework with hundrets of new sounds for upcoming compat mods like CUP and RHS vehicle sounds

 

LJ

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Ok so here we go:

 

JSRS Soundmod Cup Weapons Mod Sound Support

JSRS Soundmod Cup Vehicles Mod Sound Support

 

Please keep in mind that this is the first release, there are probably a lot of issues here and there, volume differences and such, but mostly it should work just fine.
Please give it a good try and report in any issues, SP and MP as well.

 

Thank you,

LJ

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Really good job!

 

So far the only thing ive noticed is the weapons where the gunner is outside the vehicle (turn out) or turret like in a HMMWV the sounds are muffled as if you were firing from inside the vehicle

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Hello folks,

 

I have some sort of a summary:

First of all, I would like to thank you, the many people and users of my work, but also apologize! My last update has brought major changes. The actual weapon sound has been drastically changed. This change came to you quite suddenly. For me, it was a kind of smooth transition as I have several weeks and months, bit by bit minor changes built.

 

Nevertheless, I would like to use the moment to explain my (future) intentions a little:

Last year, towards the end, ArmA did not irritate me anymore. I have dealt with other games and projects, regardless of the war genre. In mid-December, I had a minor accident and had to stay home for several weeks. To be honest, until today!

During this time, I've focused more on other games and played Insurgency Sandstorms. And the sound infected me. It was brutal, loud and somehow horny! But since I do not like the gameplay and always feel ArmA as my GoTo game, I tried to emulate the sound of Sandstorms a bit. Of course, that worked well, I think I met it quite well. Of course, it should not sound identical. Just something similar. But, (and that's a big but!) since ArmA does not really fit into the genre of Sandstorms at all, and the gameplay is much slower and more tactical, I have to say that the two topics do not go well together.

 

Therefore, and I hope for your understanding here, I would like to try a kind of symbiosis. I know that the sound of Squad is pretty much the benchmark in realism and warfare. Therefore, I would try to adjust the new sounds a bit for the player's near environment (first person, close battles, the reflections, etc.) and to lean the distance combat to something like Squad. I will focus more on real videos and try to get the ArmA2 feeling again. The CUP update helped me a lot to get back to the "old days" I missed so much, and I feel right back in the "ArmA ban"!

 

So, to list an overview of what the changes mean:

 

  1. Player weapon sounds are loud and have strong reflections. Bass heavy but with more dynamics.
     
  2. Distancing battles are replaced by new sounds and more "pop" sounds and less bass to produce.
     
  3. All weapons converge at a distance in so-called pools. This means that all M16 / M4 rifles will become the pool "M16 family" and each of these weapons will use the M16 pool sounds. This achieves several things: The performance increases a bit and the weapons can each use multiple sounds instead of just one and the same. That's how we achieve more diversity.
     
  4. Explosions are still loud and bass heavy. I try to add more "cracks" as you know from videos. When the rocket hits and there is a scratching crash before the actual bass comes. Very cool.
     
  5. Vehicles will probably remain so, only changes would be adjustments to the volume and possibly new distance sounds.
     
  6. The Soniccracks should also get more variety, less scratching and a bit more bass. There are more differences in volume and orientation.

 

I have been trying many of these topics for days now and I am actually quite satisfied with the results. But I'm curious about your opinion in the first place. What do you think? What kind of wishes do you have? What bothered you or did not work, tell me! I would be very grateful for a few nice words (You know, these written things you just read here), the like button you may ignore :)

 

Thanks folks,

LJ

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Sounds very sensible to me! And delighted you're continuing to invest time in giving us great ARMA3 content. 

 

The only one I'm a little nervous about on your list is changing the Sonic cracks as I think these are currently superb. The 'more differences in volume and orientation' sound good, and if the tweaks to add more bass are quite subtle, I think this would also be good. But like I say, I'm really impressed with how you currently have the cracks so concerned when there's talk of change given how much of a huge improvement I think the current sounds are over anything else available!

 

As for other improvements, the only other area I'd suggest tweaking (from the current, Workshop build of 6.19.0114) is the sound of suppressed weapons. To me, they sound a little too 'soft' - so slightly more initial attack and bass would be an improvement imho.

 

Please note I don't use CUP so have not experienced the sounds you've done for that mod recently.

 

Finally, a big thanks for giving us this mod which adds so much to the immersion in game!

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I'm really fine with the changes thus far. Something that I always crave is the twitch I get when a bullet hits close to me or passes me by, so the sonic cracks have to be really pronounced and punchy if it should please me. That's something that early versions of SoS did great, but slowly gave up. With the new version of JSRS this is finally back, so you really get the feel of panic when shots are being fired round or at you.

Artillery shells or rather explosions are another thing that I'd really like to be as boosted as possible.

 

But overall so far I'm very pleased with the latest update!

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All sounds really great, although I'm sure some of this info we've already talked about privately as well, hehe. But yeah man it sounds (Hah, get it? I make a pun! No? Ok, I'll see myself out....) really interesting. I think so far one thing that pleases me quite a bit is how you're evolving the inside vehicle shot sounds. As you know this is something in a lot of games and really, really had hoped for in ArmA. I know the fear there was that it would probably require a bit of scripting to do right, but I'm glad you figured out a workaround. I hope perhaps a little more can be brought out of that over time. The sound dampening effect is really good, just needs to maybe be made a little more pronounced audibly? Like really drive home the point of sitting in a thick metal box while you have a weapon outside on top firing. But even now, I finally feel like I am inside a heavy metal IFV or something firing. Not like back in the day where everything almost sounds the same inside as outside. Back in the day, there was no real genuine sense of sitting inside metal beasts. Now if only BIS can fix the camera view of some vehicles so when you go into optics mode and fire inside a vehicle you don't get ear raped by sonic cracks. As if your camera is sitting a little too in front of the weapon just because you go into optics mode, lol.

 

I also agree with Steve about the suppressors. The sounds themselves are awesome, but I think they definitely could be raised a bit louder and maaaaaaaybe a slight more punch. Which leads me to next point of being happy with the statement of "Player weapon sounds are loud and have strong reflections. Bass heavy but with more dynamics.". I know this is a topic that can drive you nuts, because no matter what you do--someone is going to whine that everything is too loud. And if you lower it more, then people also complain it's too quiet. For me? I'd rather it be loud and just adjust my game volume instead of having ArmA's sound maxed as well as my Windows sound settings maxed and have to raise the volume to my headset to get some good volume from weapons. Because at that point anything outside of ArmA sound-wise will give you a heart attack and/or make you deaf since you forgot you had to max out your sound settings to get some good "Oomph!" in ArmA , lol. Sorry not sorry to those who prefer soft and dainty pew-pew's. Glad to hear you want some balls on those sounds with some nice volume and strong reflections. Yeah boy! When I fire a weapon with JSRS running, I want to feel like Gunny is in my head shouting at me to see my war face. Not the audio equivalent to the UK's current recruitment fiasco in the news. Know what I mean? lol

One other thing on my mind is the 40mm UGL's. For quite some time they sound kind of, hmm how to explain it properly.......explosive? Like too powerful, just firing a GMG from the hip if you know what I mean? Not sure if it's just some config settings or something with reverb making it sound a little too powerful. But from what I've watched and read up on as well it's more like a slightly sad "Thoop!" (Example video below starting around 0:34 seconds in)

 

Spoiler

 

 

So if possible, maybe look at the ugl firing sound someday to make it a bit more "Sad Thoop"?

 

Other than these very, very minor things I really can't think of anything in particular that stands out enough to ask or suggest, when compared with your current plans on where to take JSRS. I'm sure if anything else pop's into my stupid brain, I can let you know. :f:

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