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Patching out annoying ambient background noise on Livonia

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I know it's not full release yet but Livonia is a bit of a mixed bag for me. It's a beautiful map no doubt, with some pretty glaring issues regarding performance, building size, satmap mismatches etc. One particularly annoying "feature" of this map is the constant loud ambient background noise which sounds like wind or distant city traffic or distant surf.  It may or may not be on the devs long list of things to fix, but I know I have trouble dealing with this particular first world problem, which overshadows the otherwise beautiful audio of the map. 

 

So, would any of you config wrangling legends be able to point me in the direction of being able to patch out this particular annoyance? Thanks in advance for any help.

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class EnvSounds in cfgWorlds. see also: 

 

and the basics: 

 

 

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@.kju Thankyou x 10000000

 

I made a class Enoch: CAWorld and commented out

class EnvSounds: CfgEnvSounds
{
soundSetEnvironment[]=
{
...
 //"Silence_Bg_Night_01_SoundSet",
 //"Silence_Bg_Day_01_SoundSet",
...
};

 

Problem solved, map is free of that ambient noise. Transformative!

 

Thanks again

 

 

EDIT:

 

Looking in the config viewer:

configfile >> "CfgSoundSets" >> "Silence_Bg_Day_01_SoundSet" >> "volumeFactor" = "1.9 * 1"; might I suggest that the devs drop this to "0.019"

 

 

EDIT 2:

 

OK So I ended up patching out the noise thusly:

 

class CfgPatches
{
	class TPW_ENOCH
	{
		units[]={};
		weapons[]={};
		requiredVersion=0.1;
		requiredAddons[]=
		{
			"A3_Data_F_Enoch_Loadorder"
		};
		worlds[]={};
	};
};

class CfgSoundsets
{
	class Silence_Bg_Day_01_SoundSet
	{
	loop = 1;
	soundShaders[] = {"Silence_Bg_Day_01_SoundShader"};	
	sound3DProcessingType = "ForestNight_3DProcessingType";	
	spatial = 0;
	volumeFactor = "0.2";
	};
	
	class Silence_Bg_Night_01_SoundSet
	{
	loop = 1;
	soundShaders[] = {"Silence_Bg_Night_01_SoundShader"};	
	sound3DProcessingType = "ForestNight_3DProcessingType";	
	spatial = 0;
	volumeFactor = "0.2";
	};

	class Forest_Bg_Morning_01_SoundSet
	{
	loop = 1;
	soundShaders[] = {"Forest_Bg_Morning_01_SoundShader"};
	sound3DProcessingType = "ForestDay_3DProcessingType";	
	spatial = 0;
	volumeFactor = "0.2";
	};
	
	class Forest_Bg_Noon_01_SoundSet
	{
	loop = 1;
	soundShaders[] = {"Forest_Bg_Noon_01_SoundShader"};
	sound3DProcessingType = "ForestDay_3DProcessingType";	
	spatial = 0;
	volumeFactor = "0.2";		
	};

	class Forest_Bg_AfterNoon_01_SoundSet
	{
	loop = 1;
	soundShaders[] = {"Forest_Bg_Afternoon_01_SoundShader"};
	sound3DProcessingType = "ForestDay_3DProcessingType";	
	spatial = 0;
	volumeFactor = "0.2";
	};	
		
	class Forest_Bg_Night_01_SoundSet
	{
	loop = 1;
	soundShaders[] = {"Forest_Bg_Night_01_SoundShader"};
	sound3DProcessingType = "ForestNight_3DProcessingType";	
	spatial = 0;
	volumeFactor = "0.2";	
	};
};

This will work on any worlds that inherit the Enoch "ambience"

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Hi, I'm wondering if I can use a patch to reduce the forest sounds in diyala since I'm hiding most of its trees. Can it be done with a simple solution like inheriting the whole EnvSounds class from another map instead of replacing all the individual sound classes ?

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type of sound environment used depends on ground texture if im not mistaken - redefining/replacing all forest related sound classes to not have forest sounds would be the clean solution.

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env sound values are baked into the wrp based on certain criteria (trees, buildings, sea, etc)

 

you can disable certain env sounds altogether

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