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Balschoiw

No sound when mine is exploding

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Am I the only one who has no explosion sound when a mine detonates ? I can only hear the explosion sound of the vehicle but the mine explosion itself is totally silent.

Is this a known bug ? I got aware of this some months ago but blamed it on my PCI 512 soundcard, but lately I switched to X-Fi and the issue is still there.

Anyone with similar experiences ?

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Just an error in the mines config. The sound mods like FDF seem to fix it though.

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Is this error already reported at the BTS ?

I think it´s odd to have those silent explosions.

Checked...

According to the BTS this bug is supposed to be solved with 1.07 patch, but the bug is still there with 1.08.

Can someone update the BTS ?

Mines have no sound

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I tried to report something similar once, because i cant hear the sound of impact from the interior of a tank.

Might be the same cause huh.gif .

Can anyone try this? Basically just get inside a tank (first person view) and get yourself hit by one rpg or shell..

In OPF i could hear the impact sound when my tank was hit by a rocket or shell.

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I tried to report something similar once, because i cant hear the sound of impact from the interior of a tank.

Might be the same cause huh.gif .

Can anyone try this? Basically just get inside a tank (first person view) and get yourself hit by one rpg or shell..

In OPF i could hear the impact sound when my tank was hit by a rocket or shell.

Yea. Being inside the tank makes outside sounds very quiet. Might be kinda realistic but should probably not be so quiet that you can't hear an RPG impact.

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I tried to report something similar once, because i cant hear the sound of impact from the interior of a tank.

Might be the same cause huh.gif .

Can anyone try this? Basically just get inside a tank (first person view) and get yourself hit by one rpg or shell..

In OPF i could hear the impact sound when my tank was hit by a rocket or shell.

Yea. Being inside the tank makes outside sounds very quiet. Might be kinda realistic but should probably not be so quiet that you can't hear an RPG impact.

Oki, thanks for confirming, i tried shells, rpg's, atgm's...

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offtopic:

The missing sounds might be a different source.

That info is about almost no sound inside vehicles:

Take from BinMake\binarize\bin\cfgvehicles:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // how is the volume of the vehicle engine/movement changed when sitting inside that vehicle

// by default we play our own voices with half volume

insideSoundCoef = 0.5;

/**a vehicle can occlude / obstruct sounds when sound is outside of the vehicle

and listener inside, or the other way around

obstruction: how much is the direct path free

there is some indirect way how can the sound reach the vehicle (open vehicle window),

but the direct path is not available (obstruction leaves echoed sound unfiltered)

occlusion: how much is both the direct and indirect path free

describes how much the vehicle is sealed (echoed sound is filtered as well)

1 means not occluded, 0 means fully occluded (db-XX can also be used)

See also EAX documentation.

*/

occludeSoundsWhenIn = db-10;

obstructSoundsWhenIn = db-5;

/**

How much are low frequencies attenuated by obstruction and occlusion.

0 = no attenuation (LF goes through), 1 = full attenuation (LF attenuated the same way as HF)

Note: not implemented yet, 0 and 0.25 is currently used.

*/

obstructSoundLFRatio = 0;

occludeSoundLFRatio = 0.25;

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So the issue could be fixed by a small cfg tweak?

I think it would be well worth it for 1.09... but im jacking the thread, sorry Balls.

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