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Mark XIII (DayZ)

Hifi Sound FX V1.00 Released

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Regarding the dropping of sound, its not random at all, but a feature. The HDR sound feature kicks in when bullet cracks are being played to lower the volume. This has been since day one but some sound mods makes it worse on some sound cards. For example on my SB Audigy 2 FDF works normal i.e normal volume drop when cracks are played. With Hifi my volume drops to almost zero volume. I ofcourse hate this as i love this sound mod. Ill get a new computers soon so this hardcore problem i get on Hifi will go away. smile_o.gif

But yes, in ArmA2 i hope there is an option for the HDR effect too or that bullet cracks just dont have this effect on them. As loud explosions dont lower the volume - why should cracks? I think the idea was good, but doesnt work that good as other loud sounds dont go through the same treatment. Total immersion killer when volume fluctuates during fire fights.

The reason you experience this in vehicles - especially some helicopters - is because the gun sits behind the player, so when shooting, the bullet passes the player and cracks are being played and thus the volume is getting lowered. Same with guns on the ground firing when you are up in the air, you are in a position that cracks are being played (far away cracks) and volume again getting lowered. Hope this is looked at in ArmA2

Regards

Alex

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It's a greate sound mod Mark, and you have done an enormous job with it, and changing it to satisfie (spellcheck?) the users, cudos to you for that, not all do that.

That being said, i was wondering for the reason to give the stachel charges the loud and giveaway sound ? just curious smile_o.gif

Except for that, i realy love this mod, and the work you do with it. I'm hoping you'll continue to support it, when time allowes offcourse wink_o.gif

Noraf

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1st up, Thank You

ofpdeadeye

Stavanger

El nino Foxhound

For providing updated mirrors constantly throughout HiFi's lifespan!

Ok, lets move along

Alex[Dev]72

Quote[/b] ]Regarding the dropping of sound, its not random at all, but a feature

Yes it is mate, and HiFi does seem to be affected the most across the board by this 'feature'..dang shame..still I may play with the sonic cracks alittle when I get some time, whilst building the now defunct 1.6 I modifed the sonic cracks and had some interesting results, so I may try to emulate that for 1.5.

Noraf

Quote[/b] ]That being said, i was wondering for the reason to give the stachel charges the loud and giveaway sound ?

Hehehehe, ok, gonna be honest about this..In the begining when I 1st started making HiFi I did'nt have a clue what some of the sounds actually were...LOL..so I just made what I thought sounded right going along with the filename...ooops

Anyways, I agree, the sound does sucketh, it kinda reminds me of using an ATM...So consider it changed. Glad you mentioned this. Infact, if you want something changing, nows the time to open you mouth & speak out, coz I ain't gonna be here forever.. don't worry, I'm here to make this version as best I can..hehehe saying that, ATM changing big things is gonna be hard, but weapon sounds, maybe explosion sounds that kind of stuff I can edit quite quickly so speak up guys.

Right well, I'm gonna go chew up afew sla with ma gimpy, have fun!

Best Regards

Mark XIII

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I don't really know what you did with the original "*beep*beep*beep*-your tank is dead" sound. As I don't remember when I've heard it the last time in ArmA, you've probably replaced by something already.

Included in my tank example file is also an automatic halon fire extinguisher sound which would be a nice discreet replacement for this event.

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erm still !

Quote[/b] ]

Cannot find a sound file hifi_sounds\s_short\mgair_vrb.wss

with Warfare config, only file with this is \s\

so it should be ?!

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dont know if this has been said but after like shoothing and then while my other unit in my team shoot the sound goes down to that you cant hear it, also when shoothing at ai when they shoot back the sound goes down to that you cant hear your teams shots. This has been in all sound mods that iv tryed is there something that is wrong on my part and how would i fix it huh.gif

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What is your soundcard? I guess that, or the driver, is not enough for armas soundmods.

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What is your soundcard? I guess that, or the driver, is not enough for armas soundmods.

Its an old sound card of my MSI mother board but in the regular ArmA i dont get that?

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Well I guess this mod, as most mods, take some more comp resources than vanilla arma. So probably your internal soundcard is not enough to give a full experience. Maybe its possible to tweak the soundmods to be less of a strain to the soundcard, but then the overall quality and experience goes down defeating the purpose of a soundmod..

I recommend to buy a better soundcard regardless of soundmod and game! You will understand the day you do that wink_o.gif Mobo sound is only for TeamSpeak and the like imho biggrin_o.gif

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Before you buy a new soundcard read this topic backward. If the sound is not completely gone than I would bet you're describing the automated sound damping of ArmA which is caused by bullet cracks, especially noticeable with sound mods.

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Hey Mark,

I dont know if you just missed this or if you thaught it was the most horrific idea, But ill post it again in case you missed it. Its a youtube vid of XAM's latest thing - jets flying by play out what it seems a whole recording of a ...jet flying by. smile_o.gif

Dont know how its done regarding what happens if you speed down (does the recording keep playing?) but i think its very cool indeed and makes it sound very realistic.

Link:

I also posted for ArmA2 about distant explosion sounds. If that is possible in ArmA1, that would be sweet as sugar if you ask me. Low bassy thumps when bombs go off far away from the player. So same technique as with bullet cracks i guess (dont know configs myself). But i think it would enhance the battlefield a lot.

Just some ideas i wanted to pass on to you that came into my little head. wink_o.gif

Link: far away explosion thumps MP3

Regards

Alex

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Before you buy a new soundcard read this topic backward. If the sound is not completely gone than I would bet you're describing the automated sound damping of ArmA which is caused by bullet cracks, especially noticeable with sound mods.

Thxs for the info yes i do hear the sound but it fades away like you said and the bullets crack. This is done by the damping in ArmA how would i fix this?

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You cant fix this. Its a feature in ArmA. This is what we want fixed in ArmA2. That the effect is smaller or not there at all. The drop of volume is caused by bullet cracks and some soundmods make it drop more than others. Marks Hifi soundmod on my computer drop the volume to almost zero while FDF only drops it a bit.

Need to be fixed in ArmA2. Hopefully they will show that in a vid or info at some point as they must have seen many people talking about this by now.

Regards

Alex

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Mark I'm pretty sure I've found the origin of the extreme sound damping effect on your mod!

Unfortunately I don't know when I'll have the time to test and proof it.

Everyone is welcome to edit the config and try this example out!

1.

Replace this

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class B_556x45_Ball : BulletBase {

supersonicCrackNear[] = {"\HiFi_sounds\c\usm4_bucn", 7.618, 1};

supersonicCrackFar[] = {"\HiFi_sounds\c\usm4_bucf", 5.814, 1};

with

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class B_556x45_Ball : BulletBase {

supersonicCrackNear[] = {"\HiFi_sounds\c\usm4_bucn", 1, 1};

supersonicCrackFar[] = {"\HiFi_sounds\c\usm4_bucf", 0.9, 1};

2.

Then create a mission with a M249 gunner, shooting automatic at something. Place yourself parallel and in between of him and his target to let the cracks happen.

3.

Play the mission with Mark's original config and your modified test config. Pay attention to the sound damping.

What I did was to follow my old suspicion that you've got something wrong in your sound classes definition.

Let's face it. These config values are the only thing the ArmA sound damping simulator is told about a sound. If it's something ear blasting or just a beep.

Now I've compared HiFi config with FDF Sound config because many people experienced less sound damping with it.

And like I've expected from the old OFP days... basically you've defined monster peaks by mistake for most of your sounds, FDF instead did use the values reasonable. So sound damping is triggered by many sounds of your mod too easy. It's that notice able with cracks because they're loud and probably always played right on the players position which does the damping take into account.

It looks like you can either use a percentage system, where 1 is 100%:

supersonicCrackNear[] = {"\HiFi_sounds\c\usm4_bucn", 1, 1};

Or a db value modification, where 0 is probably the same as 1 is in the percentage system:

supersonicCrackNear[] = {"\HiFi_sounds\c\usm4_bucn", db+17, 1};

supersonicCrackNear[] = {"\HiFi_sounds\c\usm4_bucn", db-50, 1};

So what is "right" and what is "wrong"?

This value tells the engine how "loud" a sound has to be simulated.

- How far away from the sound emitting object will it still be heard by the player until it's totally faded out.

- How does it stress the virtual ears of the player -> sound damping

(- Maybe it'll even have an effect on AI detection, but I'm not sure about that)

"Right" is to set all the values to simulate a realistic distance after which this sound wouldn't be heard anymore. At the same time they will trigger the automatic sound damping exactly like BIS intended it to work.

"Wrong" is to mistake the value as something to amplify a badly primed sound file afterwards in game and testing the sound only directly from the player's position and not from a further away object, too.

When you look at your config, many of the cracks are simulated between "4.814" and "10.618" - 481 to 1062% !

The GAU8 shooting sound... 490.000000 - 49000% !

TwinM134 shooting sound (AH6) isn't defined at all, FDF reduced it by db-10.

IIRC a sound with 1/100% you would already hear in OFP over around 50m until it's faded away.

FDF Mod uses 1/100% and 0.9/90% for near and far bullet crack simulation in bullet base.

Sadly there are many HiFi sounds defined wrong, not just the cracks so it'll take you very long to tune everything.

Hopefully I'm not on the wrong track.

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Dwarden

Quote[/b] ]

erm still !

Quote[/b] ]

Cannot find a sound file hifi_sounds\s_short\mgair_vrb.wss

with Warfare config, only file with this is \s\

Yep not fixed yet, yet to update it, thought I'd wait, read below to see why!

Alex[Dev]72

Quote[/b] ]I dont know if you just missed this or if you thaught it was the most horrific idea, But ill post it again in case you missed it. Its a youtube vid of XAM's latest thing - jets flying by play out what it seems a whole recording of a ...jet flying by.

hmmm, not sure how to say this mate, but here goes...Yes its a great idea, I love that your bringing this to my thread mate..but.. I'll not be adding content to 1.5 or warfare, only reworking and config editing, beacuse right now I simply have too much happening at the moment..still, not to dampen your spirits, If & When I gear myself up for another full release, I'll be looking at these ideas for sure, that you have my word on, so keep them coming!

Trapper

Quote[/b] ]Mark I'm pretty sure I've found the origin of the extreme sound damping effect on your mod!

Unfortunately I don't know when I'll have the time to test and proof it.

Everyone is welcome to edit the config and try this example out!

Ok mate, Firstly I would like to thankyou for taking alook into the issues with 1.5 & warfare, especially the config work..ok with that said I must warn all of you to be very careful altering values and whole lines of code..This will effect the keys, which allow you on servers for multiplayer play. Single player is not effected, so if that all you play then you can edit the config to bits! lol, I'm not saying don't do it, I'm just saying be aware of what can happen..I'm very interested in Trappers latest post myself, although I have altered the config myself a fair few times trying to suss this dampening issue out... couple of things to bear in mind:

1. Don't forget the actual sample volume, this will have a big effect on overall volume ingame...wouldn't suggest editing the sounds yourselves, but maybe highlighting problems like trapper has so then I can make the said changes and everybody benifits with an updated release.

2. The Miniguns cut out regardless what volume its set at..sample & config volumes that is, why? because like someone said before, the miniguns sit behind the player, so you get the sonic cracks as well..so..2 x minigun firing at 4000 rounds a minute each..thats approx 133 rounds a second plus sonic cracks for each round....so, lol thats why it seems to be effected the most I guess, so maybe some config volume work on ths sonic cracks might help some.. whistle.gif

ok so by all means look at the volumes, just be careful and you should be fine.

plaintiff1

Quote[/b] ]FDF's config for the miniguns is waaay too quiet.

ahh yes thankyou plaintiff, this was the other thing I couldn't remember!!! I suggest you start from scratch if your seriously looking to change stuff config volumewise. You have to remember that us sound modders all work differently and no doubt will have different Ideas on what a good volume should be for a sound sample. So don't just use another mods config volumes and expect it to work well, like I said maybe start from scratch...If I get some time this year..lol..I'll look into this myself as well the more people looking at it the quicker we could get this issue fixed..

well thats it from me for alittle while, just remember to post any changes you want me to make and I can make a worthy update.

Best Regards

Mark XIII

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<s>Looking at your volume values I suspect you did try to overcome the sound damping by pushing the sound volumes higher and higher to let them sound through the damping. And with this you're triggering the effect even stronger.

sad_o.gif This could really have you to redo the whole config as you've probably fine tuned every sound class to sound natural in combination.</s>

In OFP we would have noticed the problem earlier because the monster sounds would've been heard across the whole islands but in ArmA sound obstruction is preventing this in most scenarios.

A coast scenario should do best for testing volume/distance of sound classes.

<s>Regarding the AH6 you all should keep in mind that BIS had an idea on how noticeable the sound damping should be overall. Of course, sitting in front of firing weapons should effect your ears in the most negative way. The only fact ignored is the ear protection of the pilots. Although this would result in constant damping while flying choppers in first person mode...

So the only thing we can do now, is to configure the Minigun sound classes to have a realistic travel distance. Everything else will be calculated by the automatic damping - good or bad.

This is an ArmA error in reasoning which should be officially fixed and not worked around in sound mods.</s>

EDIT:

I did my testing...Bad news first.

The sound damping isn't triggered by every sound class with a high volume value like I thought.

The system seems to be rather simple: Some sounds (objects?) like the sonic cracks are creating a damp of set duration as soon as they become audible at the player's position. Only how low the sounds are turned down in the beginning, does depend on how much the sound was still faded when the player heard it.

So the reason for the massive damping is that your sonic cracks are defined to be audible over very far distance by now. I would guess kilometers. And when ever a player is able to hear one, the damping begins.

The good news are that this will save you from the work to configure every single sound class new. You've only got to make a decision how far away the sonic crack of a passing bullet should still be audible. FDF values are going for 1-3 meters only. I've no idea what's realistic.

What I didn't test is if sonicnear and sonicfar sounds are triggering the damping or if it's only sonicnear. That could offer a back door to keep cracks audible over long distance without damping.

Theoretically setting the Minigun cracks to 0% should even solve the AH6 problem by muting it cracks completely. But as I was only able to notice bullet cracks when using free look in third person view as pilot, it's possible that the AH6 or the Miniguns are another kind of object which activate damping when firing, no matter the cracks.

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Things like this is gold. All you that come with any constructive comments like what I/we have seen in the last replies do help alot for all people doing anything soundrelated.

Keep it up!

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After all it seems like I was running in circles.

I've tried for hours to influence crack sounds over the dB value, like I thought it had to be possible. In the end the best that I was able to achieve didn't make a difference at all for my ears when I compared it with your last config Mark. crazy_o.gif

It looks like a waste of time now. But at least I've found out about a few things:

Quote[/b] ]Unfortunately I had to find out that the crack sounds and the sound damping is absolutely wicked to configure. Many things seem to be hardcoded.

Crackfar sound class can't be really influenced in it's travel distance. Only a constant volume over the whole travel distance for this sound can be affected.

Cracknear sound class can be influenced in it's travel range, but it can be only "amplified" to travel between 0m and 25m not more.

Crackfar is mostly replaced by cracknear at 25m or closer to the flightpath, but also at slightly further distances when your head is still turned towards the gun.

Sound damping is triggered whenever Cracknear is played. Salvos get it up more easily.

Configuring Cracknear to 0/off disables the sound damping near projectile flightpath while crackfar sound is still played up from 0m. This could be a solution for the AH-6 minigun: To disable the cracknear sound of it. But maybe there's another hardcoded barrier hidden, I didn't test it anymore.

http://www.flashpoint1985.com/cgi-bin....1288816

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Hi!

Well I've edited the satchel charge sounds, no nasty beeping going on just a 'put' sound (no bleeps there either). Also added 'soundburst 1' to the AZP-85 sound. so thats all good now onto the not so good...

Well as you guys can see from reading up the page that sonic cracks are causing an issue with a fair few people out there, so after much help & testing from Trapper I can only come to one real conclusion...

Its been suggested the I could lose the near crack sound for the Ah6 minigun sound to cut down on sound dampening, my only issue with that is, sonic cracks are worked on calibre so anything else that shares the same size calibre as the minigun is going to go too.. I really am uncertain as to my actions for the next release so any input you guys can give me would be helpful

Should I remove the sonic cracks for the next release, just leave in the 2 default bis entries replaced with my sounds?

As thats the only way I can think of reducing the dampening. I too have look at this issue long & hard and can really find no other way of fixing this problem..

Regards

Mark XIII

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I absolutely hate them. The sonic crack effect hasn't liked my on board sound or my SB X-Fi, I'd just as soon not have them at all, and it seems the proper mods sonic crack removal either doesn't work with sound mods or with 1.14. Huge negative effect on the game for me; I know they're supposed to be loud, but I can't hear a passing plane, or explosions, or sometimes my own weapon over them.

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Hi!

Well I've edited the satchel charge sounds, no nasty beeping going on just a 'put' sound (no bleeps there either).

Its been suggested the I could lose the near crack sound for the Ah6 minigun sound to cut down on sound dampening, my only issue with that is, sonic cracks are worked on calibre so anything else that shares the same size calibre as the minigun is going to go too.. I really am uncertain as to my actions for the next release so any input you guys can give me would be helpful

Regards

Mark XIII

First : It's good to hear that the giveaway biiping is gone smile_o.gif thank you.

second : is it "just" a config change to remove the sonic cracks? if so, is it possible to release one without the crack, and anotherone for those of us that haven't got that many problems with them?

Afther all, they are a nice addition, and a bit helpfull if you for some reason haven't heard the shot (yet)

Keep up the good work

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