Jump to content
Sign in to follow this  
horrgakx

Sound issue - vehicles LOUD from miles away

Recommended Posts

Hi. I had a quick skim through the forum and thought I'd post a new topic.

The sound of choppers, tanks, etc. can be heard from a long way away. Like beyond visual range kind of distance. The sound isn't faint either, its like I'm standing right next to the vehicle.

I can grasp that low frequency rumble might be heard a long way away but I'm getting all the frequencies, especially noticable in the chopper where you shouldn't hear it all (and so loud!!wink_o.gif.

Drivers are up to date (4 months old) and I've tried the EAX and Hardware Acceleraion options within the game both on and off.

Any help is appreciated.

Dave

Share this post


Link to post
Share on other sites

What version of ArmA do you have? This was an issue pre 1.02 but fixed/improved in the CZ/DE 1.02 patch.

/KC

Share this post


Link to post
Share on other sites

It seems, not every brand of soundcard is affected by this

sound bug. Many onboard solutions, like the Realtek ones

and other brands of PCI cards are not.

My Creative Audigy 2 however (latest drivers) is affected and setting

Hardware Acceleration to off (but EAX on)

fixed it for now. (Reboot for good measure)

---

Btw;..with OFP there were the very same problems;..at

least for me..with 3 different Creative cards..during the

*complete* OPF patch cicle: 1.00 throughout 1.96 (+now the same in ArmA) That is: 2001~2007

-

SoundBlaster Life!

Audigy 1

Audigy 2

-

Thus, I do *no longer* believe, that this BUG will ever be fixed.

For Creative cards, that is. Hardware Acceleration off = all good

but waaay less 'beefy' with regards to explosions, for example.

However;..due to the 'false' distance impression you get,

stealthily crawling around there, you constantly 'feel' that tank

driving over your neck;..while its still 2 miles away. smile_o.gif

-

confused_o.gif

Share this post


Link to post
Share on other sites

I remember this from OFP. Always had a C. Labs. card. Back then it was an Audigy I think and now its a Xi-Fi. As you say, if the problem has been kicking around for years it probably won't be fixed. Perhaps they don't see it as a priority? Either way its annoying.

Share this post


Link to post
Share on other sites

Yes with OFP it was the 'breathing bug", you would be spinning around like a top looking for this enemy 'heavy breather with asthma!" and he would be about 300yards away rofl.gif

Share this post


Link to post
Share on other sites

I can only assume that it is a problem with the series as positional audion with occlusion and all that other stuff works for all of the other games I play. None of the others have caused that disparity between what I am seeing and what I am hearing. At least directionality is working well as I always know exactly in which direction they are.

Share this post


Link to post
Share on other sites

^

Oh yes;..I want to strongly second this.

In my entire 'gaming career' in which I have been playing

what must be hundreds of games (or so it seems) - since the

advent of EAX;..OFP and ArmA are the *only* game,

that exhibit this problem. (10 years+ for EAX? )

Not, that it kills me..then again..thinking about *that*... wink_o.gif

-

No, honestly. I cannot think of any other game.

The only one, that comes close with regard to vast

open terrain right now would be Oblivion, which

I did play lately, and..no such sound behaviour there.

Share this post


Link to post
Share on other sites

bit offtopic

i must burst your bubble about Oblivion that one is no "continuous" terrain likw

but terrain grids which only "small" number is loaded

(load 10 times default value and you cripple any computer for normal gamer)

that apply for everything AI lify&reactions, sound sources, visual sources w/e

Share this post


Link to post
Share on other sites

hello there,

Unfortunatly I dont think one can directly compare one game engine to another entirely different one.

But

As with the folk below, Ive always been a creative fan and have also had the same sound issues with ofp and arma (and also vbs1 from what I remember)

It does lower the immersion factor somewhat, and occasionally I do find myself diving to cover from a bmp kilometers away.

On the negative side, i dont hold out a vast amount of hope that this issue will be resolved (although I'd love to be proved wrong)

On the positive side, it gives you super hearing....(could this be considered a cheat or exploit?)

hmmm Interesting

Rgds

LoK

Share this post


Link to post
Share on other sites
hello there,

On the positive side, it gives you super hearing....(could this be considered a cheat or exploit?)

hmmm Interesting

Rgds

LoK

Very true!

As i said, hearing the 'breathing enemy' provides much needed early warning -especialy if your being flanked!

Kinda grown on me.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×