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So I update JSRS_Soundmod and the RHS compat. Here is the general changelog:

 

JSRS Soundmod - 6.18.0820 Changes:
Tweaks

- Tweaked All silenced weapon sounds got tweaked
- Tweaked Volume of direct reflection while on meadows got lowered
- Tweaked Almost all weapon reloading sounds got reworked
- Tweaked Movement on solid surfaces more audible
- Tweaked Reloading sounds are sounding more metallic
- Tweaked Separated RHS compat configs in all for variants (AFRF, USAF, GREF, SAF)
- Tweaked All RHS compat configs got overhauled
- Tweaked Massive Soniccracks overhaul (Finally new field recordings)

Additions
- Added Weapon shaking sound effects when firing
- Added All weapons got new silencer sounds, more different weapon types added
- Added New Soniccrack sounds based on field recordings
- Added New Reloading sounds for SMA weapons
- Added New sounds for warhead launchers
- Added New reflections for launchers
- Added New BiKeys for RHS compat (jsrs_soundmod_rhs_compat.bikey)
- Added New sounds for M590 (Shot, Reloading, and Pump) (RHS)
- Added New proper sounds for the Type115 ARX .50
- Added New sounds for GMG20, GMG40, and MK19 (RHS)
- Added New DSHK sounds (RHS)
- Added B_12Gauge_Slug to compat

Fixes
- Fixed Updating base classes for SMG01 and PDW2000
- Fixed Compat updating base classes for RHS weapons
- Fixed GMG20 and GMG40 were using the wrong sounds
- Fixed Some reloading sounds were not synced (incl. RHS)

 

On a further note, I had the chance to learn a lot about ammunition, different calibers and passing bullet sounds (Cracks, Snaps and so on). I was all wrong with my approach in JSRS and I had to rethink my decisions and creations. I worked out a new way to produce a correct sound, always having an eye out for the realistic bullet behavior for each bullet and caliber.  So with this update, I want to show you my new approach to realistic bullet snaps, I really hope you like it. All sounds come from a high-quality library and own field recordings.

 

Besides that, I tried to get in contact with RHS (PuFu) and see if we might be able to work out the issues that we have with RHS in combination with JSRS. I try my best to get it working. Today I present you my latest development in which I made good progress. Most issues should be fixed, at least all Updating Base Class reports got fixed (Besides the one that I don't get at the moment) and I separated the SAF and GREF mods into two individual mods. So go ahead and give these a try :)

 

RHS AFRF SUPPORT Sounds
RHS USAF SUPPORT Sounds
RHS GREF SUPPORT Sounds
RHS SAF SUPPORT Sounds

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14 minutes ago, LordJarhead said:

Besides that, I tried to get in contact with RHS (PuFu) and see if we might be able to work out the issues that we have with RHS in combination with JSRS. Sadly there was no response at all, which felt like a punch in the face for just asking nicely. So I get it. It is not desired that both mods work together. But I try my best to get it working, even without the help of these people. Today I present you my latest development in which I made good progress. Most issues should be fixed, at least all Updating Base Class reports got fixed (Besides the one that I don't get at the moment) and I separated the SAF and GREF mods into two individual mods. So go ahead and give these a try :)

sorry if you feel that way, it wasn't by any means a voluntary ignore, i was swamped with messages from different places, including BIF and i completely forgot to reply to you. You have a PM.

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Thanks for the update!

Just noticed a slight bug, the MP5SD with the integrated silencer from NIA ARSENAL does not sound suppressed where as the other variants with the removable silencer DO when attached. Thanks for all your hard work!

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11 minutes ago, PuFu said:

sorry if you feel that way, it wasn't by any means a voluntary ignore, i was swamped with messages from different places, including BIF and i completely forgot to reply to you. You have a PM.

 

Thank you for the response, I was a little hot headed on that. I'm sry! 

 

@All

 

 

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playing with this new update feels like having sex with the hottest 100 women on planet earth at the same time :D

 

on a side note , please give weapon firing sound a little more volume 

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LJ - Thanks for continually keeping this mod up to date, it really makes a big difference in my enjoyment of the game. 

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We've really enjoyed JSRS with support for RHS and NIARMS for many months now.
Do you plan to cover the MG3 and MG42 in NIARMS and/or the new MG42 in RHS as well?

Also, the 3-burst mode on the AEK from NIARMS seems to have its default sound.

Thanks for the great work, it really adds something!

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After update mod - weapon in RHS when firing first person - become very silent. It's not good.

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JSRS SOUNDMOD 6.18.0820

I have no sounds when player changing positions(between erect / crouch / prone) Also no any sound at movement crawling. 

Somebody has these problems also?

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45 minutes ago, mickeymen said:

JSRS SOUNDMOD 6.18.0820

I have no sounds when player changing positions(between erect / crouch / prone) Also no any sound at movement crawling. 

Somebody has these problems also?

 

I found the problem location. the problem appears only in the Virtual Arsenal!

LJ please fix this

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6 hours ago, Alex2k said:

We've really enjoyed JSRS with support for RHS and NIARMS for many months now.
Do you plan to cover the MG3 and MG42 in NIARMS and/or the new MG42 in RHS as well?

Also, the 3-burst mode on the AEK from NIARMS seems to have its default sound.

Thanks for the great work, it really adds something!

 

Thanks for the feedback :)  Yeah I will update my work with some decent MG42 sounds, soon. After I got RHS working so far, I will focus on NiArms and SMA again!

 

2 hours ago, mickeymen said:

JSRS SOUNDMOD 6.18.0820

I have no sounds when player changing positions(between erect / crouch / prone) Also no any sound at movement crawling. 

Somebody has these problems also?

 

Thanks for the heads-up, Mickey. I will see to fix these issues.

 

LJ

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On 31/07/2018 at 11:55 PM, Muckducky1 said:

LJ - This is an awesome mod.

 

Quick question - I've recently changed to the version on steam after a while of not playing arma. What's happened to distant sound on the a-164 wipeout's gatling? It just sounds as if you're stood next to it or you're the pilot. Hope you don't mind but i checked the files just to check and the sound file is there for it and it is(CAS.ogg) but the config only uses CAS_01.ogg and CAS_02.ogg. It's not a massive problem but it doesn't quite sound right when you know what it should sound like.

 

Thanks in advance :)

Have you had a chance to look into this? 

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5 minutes ago, Muckducky1 said:

Have you had a chance to look into this? 

Yeah I did but as always, Arma limits my moves there. I can only have one sounds for it and it must suit all situations. I think I need to further try it to see if I'm getting anything better in game but I cannot make any promises on that.

 

LJ

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2 hours ago, LordJarhead said:

Yeah I did but as always, Arma limits my moves there. I can only have one sounds for it and it must suit all situations. I think I need to further try it to see if I'm getting anything better in game but I cannot make any promises on that.

 

LJ

That's great to hear. Thanks for looking :)

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10 hours ago, LordJarhead said:

 

Thanks for the heads-up, Mickey. I will see to fix these issues.

 

LJ

 

Thank you
I would like to add that your mod sounds better and better. The new version is a holiday for all users. It really makes ArmA much better

New sounds of movement along the asphalt are magnificent,
Shot and Hit from the RPG is just a delight,
Personal sounds for different weapons with supressors add variety,

Sharper explosions are better,

It is possible to enumerate further and  urther...

Thank you so much for this progress!

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Just now, mickeymen said:

the problem appears only in the Virtual Arsenal!

Perhaps this is due to the surface (Virtual Reality) on which the character of the player is located. If possible check all surfaces, maybe somewhere else this will not work

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On 23.8.2018 at 10:46 AM, mickeymen said:

 

Thank you
I would like to add that your mod sounds better and better. The new version is a holiday for all users. It really makes ArmA much better

New sounds of movement along the asphalt are magnificent,
Shot and Hit from the RPG is just a delight,
Personal sounds for different weapons with supressors add variety,

Sharper explosions are better,

It is possible to enumerate further and  urther...

Thank you so much for this progress!

 

Thank you for this, Mickey :)

 

On 23.8.2018 at 10:48 AM, mickeymen said:

Perhaps this is due to the surface (Virtual Reality) on which the character of the player is located. If possible check all surfaces, maybe somewhere else this will not work

 

Yeah, I noticed several different surfaces doing that. I'll have to take a look into it.

 

My next update is going to have some heavy impact on how the weapon sounds, I'm wondering if that gets good feedback. I added more distortion and volume and punch to some, but mostly metallic character noises. 

 

Btw, Mickey, building destruction seems to finally work correctly, right? I noticed I barely hear this noise cutoff anymore. 

 

Oh and btw guys, I spend your donations :D For JSRS-Studios I spent around 1000$ to sonniss.com and boomlibrary.com library to get the best sort of libraries and use them for my work. Also a shout out to Louisa and Pierre from boom for the support and to help me out so well, you guys rock!

 

LJ

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6 hours ago, LordJarhead said:

Btw, Mickey, building destruction seems to finally work correctly, right? I noticed I barely hear this noise cutoff anymore. 

I did not understand what you meant when you said it - "I noticed I barely hear this noise cutoff anymore", but now I checked it and to be honest, I do not see any special differences :/

 

I did 2 tests:

 

1) test with Charge Assambly:

 

I installed two explosive devices inside two houses and drove in the car at a distance of 100-150 m. When I detonated the explosive devices, the sound of the building crash was just the same as we hear at more shorter distances, but only more quiet.  This is a sound of sharped distruction + glass ringing sound. It seems to me that when a building collapses, the building destruction sound at distances more 150 meters must have a different sound source, in this cases please try using special distant sounds (less sharped and significantly longer due to echoes) I want to say that muffled near-destruction sounds are not suitable for this purpose.

 

2) Test with artillery fire:

 

I put myself and my ai-subordinate(mortar gunner) on top of the hill and ordered my ai-subordinate to shoot at home in nears city from a distance of approximately 300-400 meters. When one building was destroyed I did not hear any sound from the collapse of the building in general!

Only the sound of an artillery hit was heard and then silence.

It seems to me that the sound from the crash of the building must be heard at great distances and should be longer than the sound of one artillery hit.

Probably  this sound should be noticeable for the audibility of the player, minimum within a radius 600-800 meters,  at JSRS it is always lost at the big distances, for this reasons, so already I have long asked you to create this features.

 

It was just my humble opinion,  on the whole your mod will always be the best for me :f:

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5 hours ago, mickeymen said:

I did not understand what you meant when you said it - "I noticed I barely hear this noise cutoff anymore", but now I checked it and to be honest, I do not see any special differences :/

 

I did 2 tests:

 

1) test with Charge Assambly:

 

I installed two explosive devices inside two houses and drove in the car at a distance of 100-150 m. When I detonated the explosive devices, the sound of the building crash was just the same as we hear at more shorter distances, but only more quiet.  This is a sound of sharped distruction + glass ringing sound. It seems to me that when a building collapses, the building destruction sound at distances more 150 meters must have a different sound source, in this cases please try using special distant sounds (less sharped and significantly longer due to echoes) I want to say that muffled near-destruction sounds are not suitable for this purpose.

 

2) Test with artillery fire:

 

I put myself and my ai-subordinate(mortar gunner) on top of the hill and ordered my ai-subordinate to shoot at home in nears city from a distance of approximately 300-400 meters. When one building was destroyed I did not hear any sound from the collapse of the building in general!

Only the sound of an artillery hit was heard and then silence.

It seems to me that the sound from the crash of the building must be heard at great distances and should be longer than the sound of one artillery hit.

Probably  this sound should be noticeable for the audibility of the player, minimum within a radius 600-800 meters,  at JSRS it is always lost at the big distances, for this reasons, so already I have long asked you to create this features.

 

It was just my humble opinion,  on the whole your mod will always be the best for me :f:

 

Well again, ArmA has a limitation here. And I don't know if there is a soundset solution for this but currently, the only way is to have one set of sounds that needs to suit every situation and distance. That's what it is right now. So either you hear it that crystal sharp over long distances or you won't hear it at all after a 100 meters or so.

 

What I meant what that the sounds don't cut off anymore after a couple of seconds. The sound samples play to the end. Before it was the sound that got cut after 2 or 3 seconds.

 

LJ

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Hey,

 

I'm having problems with the latest update. I cannot open some of my missions which include mostly independent forces.

 

"The scenario requires content which is not installed!"

"JSRS_SOUNDMOD_RHS_AAF_GREF_WEAPONS"

 

I'm running:

JSRS SOUNDMOD

JSRS SOUNDMOD - RHS AFRF Mod Pack Sound Support

JSRS SOUNDMOD - RHS GREF Mod Pack Sound Support

JSRS SOUNDMOD - RHS USAF Mod Pack Sound Support

JSRS SOUNDMOD - RHS SAF Mod Pack Sound Support

 

I have tried to uninstall JSRS SOUNDMOD - RHS GREF Mod Pack Sound Support and reinstall it but that doesn't seem to do the trick.

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1 hour ago, Jacali said:

Hey,

 

I'm having problems with the latest update. I cannot open some of my missions which include mostly independent forces.

 

"The scenario requires content which is not installed!"

"JSRS_SOUNDMOD_RHS_AAF_GREF_WEAPONS"

 

I'm running:

JSRS SOUNDMOD

JSRS SOUNDMOD - RHS AFRF Mod Pack Sound Support

JSRS SOUNDMOD - RHS GREF Mod Pack Sound Support

JSRS SOUNDMOD - RHS USAF Mod Pack Sound Support

JSRS SOUNDMOD - RHS SAF Mod Pack Sound Support

 

I have tried to uninstall JSRS SOUNDMOD - RHS GREF Mod Pack Sound Support and reinstall it but that doesn't seem to do the trick.

Hello,

 

please try this: https://steamcommunity.com/sharedfiles/filedetails/?id=1181421524

 

1. Disable all JSRS Soundmods / JSRS Addons
2. Only load the JSRS Dependency Fix Addon
3. Load the mission, your game or whatever you were doing where you got stuck because of missing JSRS
4. Save the mission / game again
5. Exit game, disable the JSRS Dependency Fix Addon
6. Restart game, everything should be "JSRS Free" from now on

 

LJ

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21 hours ago, LordJarhead said:

Well again, ArmA has a limitation here. And I don't know if there is a soundset solution for this but currently, the only way is to have one set of sounds that needs to suit every situation and distance.

Hm, does the sound of building destruction not work just like it does for vehicles explosions? 

I remember that before, I saw that in JSRS the sounds of explosions for different distances had personal files.

For example, for explosions of vehicles at different distances, personal sound files that corresponded to the special ranges:


Close_Distance
Medium_Distance
Far_Distance

 

If Arma not uses of multiple audio files for destruction at different distances for buildings, then I can understand why it has the same file at any distances :/

 

21 hours ago, LordJarhead said:

What I meant what that the sounds don't cut off anymore after a couple of seconds. The sound samples play to the end. Before it was the sound that got cut after 2 or 3 seconds.

 

Now I understand you and this is a good update!

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Just now, mickeymen said:

Hm, does the sound of building destruction not work just like it does for vehicles explosions? 

I remember that before, I saw that in JSRS the sounds of explosions for different distances had personal files.

For example, for explosions of vehicles at different distances, personal sound files that corresponded to the special ranges:


Close_Distance
Medium_Distance
Far_Distance

 

If Arma not uses of multiple audio files for destruction at different distances for buildings, then I can understand why it has the same file at any distances :/

 

 

Now I understand you and this is a good update!

 

No it does not work like in soundset classes. It actually looks like this:

 

class cfgsfx
{
	class destrhouse
	{
		sounds[] = {"destrhouse1","destrhouse2","destrhouse3","destrhouse4","destrhouse5","destrhouse6"};
		destrhouse1[] = {"jsrs_soundmod_snd_environment\sounds\house_collapse_1.ogg",6.3095737,1,150,0.1,0,0,0};
		destrhouse2[] = {"jsrs_soundmod_snd_environment\sounds\house_collapse_2.ogg",6.3095737,1,150,0.1,0,0,0};
		destrhouse3[] = {"jsrs_soundmod_snd_environment\sounds\house_collapse_3.ogg",6.3095737,1,150,0.1,0,0,0};
		destrhouse4[] = {"jsrs_soundmod_snd_environment\sounds\house_collapse_4.ogg",6.3095737,1,150,0.1,0,0,0};
		destrhouse5[] = {"jsrs_soundmod_snd_environment\sounds\house_collapse_5.ogg",6.3095737,1,150,0.1,0,0,0};
		destrhouse6[] = {"jsrs_soundmod_snd_environment\sounds\house_collapse_6.ogg",6.3095737,1,150,0.1,0,0,0};
		empty[] = {"",6.3095737,1,150,0.1,0,0,0};
	};
	class destrhousepart
	{
		sounds[] = {"destrhousepart1","destrhousepart2","destrhousepart3","destrhousepart4","destrhousepart5","destrhousepart6",};
		destrhousepart1[] = {"jsrs_soundmod_snd_environment\sounds\house_part_1.ogg",6.3095737,1,150,0.1,0,0,0};
		destrhousepart2[] = {"jsrs_soundmod_snd_environment\sounds\house_part_2.ogg",6.3095737,1,150,0.1,0,0,0};
		destrhousepart3[] = {"jsrs_soundmod_snd_environment\sounds\house_part_3.ogg",6.3095737,1,150,0.1,0,0,0};
		destrhousepart4[] = {"jsrs_soundmod_snd_environment\sounds\house_part_4.ogg",6.3095737,1,150,0.1,0,0,0};
		destrhousepart5[] = {"jsrs_soundmod_snd_environment\sounds\house_part_5.ogg",6.3095737,1,150,0.1,0,0,0};
		destrhousepart6[] = {"jsrs_soundmod_snd_environment\sounds\house_part_6.ogg",6.3095737,1,150,0.1,0,0,0};
		empty[] = {"",6.3095737,1,150,0.1,0,0,0};

	};

 

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