meyamoti 0 Posted July 13, 2006 Funny how that works eh? Share this post Link to post Share on other sites
max power 21 Posted July 13, 2006 I don't think that the beeps and the encryption are related. I think that the military radios are encrypted burst transmitters, but I don't see how the actual beeps are related. I don't think that fire rescue channel hotel is encrypted or transmitted in bursts, but it does beep when someone releases the mic key to open the net back up. Share this post Link to post Share on other sites
outoforder 0 Posted July 13, 2006 So everybody wants realism, but they don't want the realistic radio bleeps? For me it isn't more realistic if there are two bleeps after every radio message. Well, you might get along with the bleeps, good for you. I know that I can't avoid playing the game, and I am quite sure the bleeps will give me a hard time. Hopefully I get used to them. 'bleep, bleep' Share this post Link to post Share on other sites
meyamoti 0 Posted July 13, 2006 If nothing else then the sound file could probaby be changed. Share this post Link to post Share on other sites
codarl 1 Posted July 13, 2006 In the beginning I disliked the bleeps aswell, just seemed like a noise that would give away any specop's position . Anyway, allot of radios I've heard have the "bleeps" (listen to our local busses, they've got an orchest before and after each radio message!, so I guess it's okay. I've gotten used to it now either way . @ OutOfOrder: if you find dying after one bullet unrealistic too, the game has to be modified for that? Share this post Link to post Share on other sites
outoforder 0 Posted July 14, 2006 @ OutOfOrder: if you find dying after one bullet unrealistic too, the game has to be modified for that? Nope, just talking about the bleeps, the rest is absolutely fine. It seems that for some people sounds can be more harmful than bullets. Share this post Link to post Share on other sites
booradley60 0 Posted July 15, 2006 The beeps are fine, its the choppiness of the radio messages that gets to me. The voice inflections made me flinch everytime a radio message came across the channel. Also, the tank commander still designates the same target a million times. I think for the infantry the radio chatter would sound better if the action and target were in the same sound clip instead of being separate and then grouped together on the fly. It would mean more work for the voice actors and more sound clips, but it would sound much better. For example... Instead of: "that man" / "3" "target" \ "that RPG soldier" do: "target that man" / "3" \ "target that RPG soldier" Perhaps this was looked at and the tradeoff between quality and functionality was weighed more heavily on the functionality side. It's just a little complaint, though. Share this post Link to post Share on other sites
Rg 0 Posted July 17, 2006 What about EFX or something similar? http://www.efx-sound.com/site/us/frames0.htm Share this post Link to post Share on other sites
simulacra 0 Posted July 18, 2006 What about EFX or something similar? http://www.efx-sound.com/site/us/frames0.htm Yea, those samples sounds great, but was does great samples do when the audioengine in OFP wierds out when you fire in full automatic. Every time I read about arma I wish that this has been fixed... Share this post Link to post Share on other sites
martinovic 0 Posted July 18, 2006 Anyone played a game called "men of valor"? It was a vietnam shooter that had really realistic sounds. My dad got drafted back then, he used to use AKs, i showed him the game and he said that's pretty much how a real AK sounds. He said that's how it sounds after a few bursts (you go a little deaf while shooting). My comps on a really big sound system so i could crank up the volume to "realistic" levels though... The sounds in Americas Army are very similar to those sounds so there must be some truth in there. That game prides itself on realistic sounds. Share this post Link to post Share on other sites
simulacra 0 Posted July 18, 2006 Yea, the weapon sounds in americas army is the best I've ever heard, why not ALL developers just use a 1000 euro's to buy great sample CD's and writes a solid audioengine is above me... Â Share this post Link to post Share on other sites
PeterEyres 0 Posted August 6, 2006 Ideally we wan't EAX and 7.1 support, all the latest stuff. If you do have bass control, you can play about with even the original OFP sounds to good effect. I trust that the community is willing and able to quickly weave their magic. Share this post Link to post Share on other sites
Stendac 0 Posted August 10, 2006 In OFP, you can hear the "whistle" of the wind when walk up to high altitudes. What you don't hear is the "whooshing" of the wind as it blows past your ears. It occurred to me when I was walking around outside on a windy day. The sound of the wind is captured by this video camera in this clip: Um... ignore what's going on in this clip. I only chose it for the wind sound. As for the "dry CRACK" made by supersonic bullets, I don't recall ever hearing that in any war movies either. Hollywood's got it wrong. Anybody know any movies that used this sound? Share this post Link to post Share on other sites
bravo 6 0 Posted September 3, 2006 From the new videos we notice that some sounds were improved. One think i noticed too was that while player was in battle field with explosions, shoots and all we could hear birds singing.. how odd is this? ..its kinda strange cause normally nature mute for a while during a war "active" zone. Birds do not singe while explosions are near or while guns fire. Share this post Link to post Share on other sites
mike@uk 0 Posted September 3, 2006 The new Miami Vice Film has bullet crack noises on I seem to remember, in the end battle anyway. You can hear a shot at 0:55 but its only for a split second, its clearer in the actual film. Share this post Link to post Share on other sites
Straw Dog 0 Posted September 4, 2006 We also noticed from the new videos that the soundengine seems to be the same as in OFP. Sound repeating interval/speed in full auto differs depending on background rendering/activity. Kinda kills the experience. Share this post Link to post Share on other sites
meyamoti 0 Posted September 4, 2006 The sound engine adapts to that of what OFP:E has,problem is in terms of surroundings,if you don't have a good video card or system setup then you cannot use this feature. Obstacles will block how you perceive sound,for instance if you listening to battle in the open you can easily hear it,if you are being an obstacle of some sort it will sound muffled to an extent. However I have a home theatre of five speakers for this,so I naturally can hear OFP:E to its fullest,computer speakers with the standard two aren't going to get the surround effect,but they will get the deafening effect. However that area wasn't really a good demonstration of the sound engine improvements. Share this post Link to post Share on other sites
Pierrot 0 Posted September 4, 2006 We also noticed from the new videos that the soundengine seems to be the same as in OFP. Sound repeating interval/speed in full auto differs depending on background rendering/activity. Kinda kills the experience. Yep. Full auto sounds in the latest video are completely as same as in OFP. It's not a matter of sound sources but a matter of a sound engine. Even if you prepare a realistic AK47 fire sound, the sound engine in OFP or ArmA cannot make realistic full auto sounds. I hope BIS will refine the sound engine. Share this post Link to post Share on other sites
simulacra 0 Posted September 4, 2006 The new Miami Vice Film has bullet crack noises on I seem to remember, in the end battle anyway. You can hear a shot at 0:55 but its only for a split second, its clearer in the actual film. Â Yea, that is because michael mann is the master when it comes to gun battles, just listen to the bank robbery scene, when we get audio like that in the games, there's no need for any more development... But from what I heard from arma, dissapointing... Share this post Link to post Share on other sites
simulacra 0 Posted September 26, 2006 http://dslyecxi.com/bf2_supersonic.html So why do BF2 get it and not arma? My guess is still that the cracking sounds we heard in the video earlier were from some sound fx-pack... Share this post Link to post Share on other sites
Balschoiw 0 Posted September 27, 2006 Quote[/b] ]Birds do not singe while explosions are near or while guns fire. You´d be surprised how much noise they do make when guns are fired. Birdies get upset and birdies voice their opinion pretty loud. Can be pretty troubling if a big birdie decides to be upset with you and toots away your position. Share this post Link to post Share on other sites
Dwarden 1125 Posted September 27, 2006 well i hope ArmAs supports OpenAL out of box ... as Vista drops DirectSound3D hw accelerated support completely (all is forced back to sw) ... Share this post Link to post Share on other sites
Metal Heart 0 Posted September 28, 2006 Quote[/b] ]as Vista drops DirectSound3D hw accelerated support completely (all is forced back to sw) ... Uh... That can't be right. Source? Wouldn't be that big of a deal to me though, just another reason not to buy Vista. Share this post Link to post Share on other sites
Dwarden 1125 Posted September 28, 2006 Source http://www.openal.org/openal_vista.html quotes for these lazy to read whole article Quote[/b] ]As already stated above, Microsoft® will be removing DirectSound 3D Hardware support from Direct X with the launch of Windows Vista. DirectSound and DirectSound3D will still function; however, they will no longer use hardware acceleration. The Generic Hardware device will no longer be available, as it requires the use of hardware DirectSound 3D Buffers. Instead, this device will gracefully, and automatically, fallback to using the Generic Software device, which will continue to work as before. In some cases, where a game specifically looks for a hardware audio path, it may even fall back to plain stereo output. With the native Windows Vista audio APIs, all this advanced, hardware-based 3D audio processing will be inaccessible. Instead, basic mapping to a generic speaker placement scheme will be employed, and all interactive processing and rendering will be dependent on the host CPU. While it is true that CPUs continue to get faster, the Vista audio architecture intentionally simplifies things, such that the potential processing load for multiple 3D voices is limited. Inevitably there is a tradeoff. This will be especially true for gamers that have come to depend on the kind of high-end 3D audio experience available from products like the SoundBlaster X-Fi, with its advanced headphone 3D audio processing and dedicated hardware DSP effects. For gamers this would be the most noticeable loss in Windows Vista, and it would be a definite step backwards for PC gaming audio if developers only had the option of using native Windows Vista audio APIs. However, they do have a legitimate, proven alternative in OpenAL. Share this post Link to post Share on other sites
bravo 6 0 Posted September 28, 2006 Quote[/b] ]Birds do not singe while explosions are near or while guns fire. You´d be surprised how much noise they do make when guns are fired. Birdies get upset and birdies voice their opinion pretty loud. Can be pretty troubling if a big birdie decides to be upset with you and toots away your position. from the experience i have, when i fired a pistol in the forest the birds fly away and a silence remains for some minuts. but thats just my experience. Share this post Link to post Share on other sites