ducphuli 33 Posted November 18, 2021 I play Arma 3 but there hasn't been a mod (in decades) that makes the sound of bullet casings falling on different surfaces. 😦 I'm learning about this but I think my predecessors have learned about this as well, that's because BI is pretty limited on this after decades. 1. Here is a bit of my application, but how do I deal with water, rain, metal, wood.... ? 2. I thought of another way, but I don't know if it works: Get footsteps on different surfaces as a conditional event handler to trigger the sound of shells falling on different surfaces. (Will this work guys?) class CfgSoundShaders { class MDV_bulletcasing_param_SoundShader { range = 10; rangeCurve[] = {{0, 1}, {5, 0.51}, {10, 0}}; limitation = 1; }; class MDV_bulletcasing_mglink_SoundShader : MDV_bulletcasing_param_SoundShader { volume = "1 * (1-sea))"; limitation = 1; }; class MDV_bulletcasing_soft_SoundShader : MDV_bulletcasing_param_SoundShader { volume = "1 * (1-houses) * (1-interior))"; limitation = 1; }; class MDV_bulletcasing_hard_SoundShader : MDV_bulletcasing_param_SoundShader { volume = "1 * houses * (1-interior))"; limitation = 1; }; class MDV_bulletcasing_interior_SoundShader : MDV_bulletcasing_param_SoundShader { volume = "1.05 * interior"; limitation = 1; }; //??? class MDV_bulletcasing_water_SoundShader : MDV_bulletcasing_param_SoundShader { volume = "1 - sea"; limitation = 1; }; //??? class MDV_bulletcasing_interior_Vehicle_SoundShader : MDV_bulletcasing_param_SoundShader { volume = 1.2; range = 3; rangeCurve[] = {{0, 1},{1, 1}, {3, 0}}; limitation = 1; }; class MDV_bulletcasing_exterior_Vehicle_SoundShader : MDV_bulletcasing_param_SoundShader { volume = 0.12; limitation = 1; }; }; Thanks for watching, I'm looking forward to any help from all of your answers Share this post Link to post Share on other sites
rautamiekka 15 Posted November 20, 2021 Is that even possible ? Considering 'Battlefield 1' was the 1st (AFAIK, and possibly the only one) to feature that, I'd be surprised if such a limited Engine could even do that without an ugly hack, or even with. Share this post Link to post Share on other sites
ducphuli 33 Posted November 20, 2021 18 hours ago, rautamiekka said: Is that even possible ? Considering 'Battlefield 1' was the 1st (AFAIK, and possibly the only one) to feature that, I'd be surprised if such a limited Engine could even do that without an ugly hack, or even with. I'm looking at more, maybe just can use script Share this post Link to post Share on other sites
nomisum 129 Posted December 14, 2021 I am by all means a noob in this topic, but check this documentation in regards of surface types: https://community.bistudio.com/wiki/Arma_3:_Sound:_SoundControllers It seems surface related sound adjustment is possible. Check this thread for a good start how to implement those factors: 1 Share this post Link to post Share on other sites
laxemann 1673 Posted December 16, 2021 Oh, kinda didn't see it! Unfortunately, there is no way to make use of sounds for different surfaces on weapon soundShaders. Like, none. 1 Share this post Link to post Share on other sites
ducphuli 33 Posted December 16, 2021 On 12/14/2021 at 5:20 PM, nomisum said: I am by all means a noob in this topic, but check this documentation in regards of surface types: https://community.bistudio.com/wiki/Arma_3:_Sound:_SoundControllers It seems surface related sound adjustment is possible. Check this thread for a good start how to implement those factors: Thanks for the extra hint, I know that doesn't apply to weapons 2 Share this post Link to post Share on other sites
ducphuli 33 Posted December 16, 2021 10 minutes ago, laxemann said: Oh, kinda didn't see it! Unfortunately, there is no way to make use of sounds for different surfaces on weapon soundShaders. Like, none. Thank you audio developer, thanks to you and a few other friends for helping me learn how to make sounds. For the time being, I am applying the above simple way 1 Share this post Link to post Share on other sites