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ducphuli

The sound of shells falling on different surfaces (Test)

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I play Arma 3 but there hasn't been a mod (in decades) that makes the sound of bullet casings falling on different surfaces.¬†ūüė¶
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

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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.

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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

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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:

 

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Oh, kinda didn't see it!

Unfortunately, there is no way to make use of sounds for different surfaces on weapon soundShaders. Like, none.

 

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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 

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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.

ÔĽŅ ¬†

 

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

  • Thanks 1

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