Goeth 0 Posted August 28, 2008 Probably best news regarding Arma II Share this post Link to post Share on other sites
Boborish 1 Posted August 28, 2008 After it downloads I just get a picture with the Quicktime symbol with a question mark in the middle. Can somebody reupload it as WMP or on Youtube, or tell me how to fix it? Just right click the link and choose Save link as. Or isnt it working? Share this post Link to post Share on other sites
Praelium 0 Posted August 28, 2008 It worked, thanks. Oh yeah, excellent job BIS. Share this post Link to post Share on other sites
Brendon 0 Posted August 28, 2008 I'm impressed, good job Share this post Link to post Share on other sites
wipman 1 Posted August 28, 2008 Hi, let's hope that everything (from human held weapons to bigger weapons systems) share the same sound quality, and let's hope that everything sound loud too, the war is not a game that you play without noise, it makes alot; even the SD weapons can be heard at two rooms of distance with and without the com-tacs. A funny example: MI-35 flying and shooting. P.S: Add the upper green glasses to the Viper's cockpit please. Let's C ya Share this post Link to post Share on other sites
froggyluv 2136 Posted August 29, 2008 Hey sounds nice! Like Wipman stated, I hope the battlefield is loud especially aircraft crashes - i don't know why I'm so hellbent on this i just think a helocopter or jet crash should be a major event that makes everyone go  Share this post Link to post Share on other sites
kavoven 4 Posted August 29, 2008 Thats really intensive I like it very much Share this post Link to post Share on other sites
Sunni 0 Posted August 29, 2008 Thank's Very very Nice Sounds The best Game was i ever seen Share this post Link to post Share on other sites
Shadow NX 1 Posted August 29, 2008 Nice to see that the devs care so much Seems the modders arent needed anymore for ArmA2 because all is already in Will Russian vehicles also get real sounds? I mena i know BIS has acess to sounds of western vehicles because of the cooperations with VBS but i wonder how to get good samples of things like a T-90 or BTR-90? Share this post Link to post Share on other sites
EricM 0 Posted August 29, 2008 Quote[/b] ]Seems the modders arent needed anymore for ArmA2 because all is already in I wish... because with each generation the level of detail and photorealism gets higher, and so does the difficulty to produce community addons of the same quality on your spare time. Let's face it, the venom looks gorgeous and sounds great, how many hours of work went into it by the guys at BIS ? A lot I would say... How many hours a non-professional will be able to dedicate to reach the same level of quality for 1 addon ? So the game better have a complete arsenal, because otherwise most of our community stuff will look just "out of place"... On the other hand, such quality is really worth paying for if they plan various addons. Share this post Link to post Share on other sites
Uziyahu--IDF 0 Posted August 29, 2008 Sounds just like my rides in a Huey. Share this post Link to post Share on other sites
mrcash2009 0 Posted August 31, 2008 I noticed 2 mp3's upped on the news on armedassault.info (http://www.armedassault.info/index.php?cat=news&game=1) ref the sound of Arma2 and its early days but I would like to know when info trickles in : 1. Are they going to use dynamic voices much like RUG DSAI stock in the sim? 2. How implemented is EAX in the engine, reflections, depth etc. Or will effects be applied pre-rendered to stock sounds? 3. Will there be more voices used for team/radio than the selection in Arma as it is now? 4. Whats the minimum spec soundcard for the next version? 5. Will modding sound be similar to Arma, any nice flexible additions in configs modders can use such as reverb depth, reflection, internal EQ? 6. Will Arma have a more flexible internal audio mixer, one volume for radio coms, one for first person voice, once for effects, one for music etc? 7. ECS brought much life to the ambience and immersion into Arma with church bells, more birds, flies, clanging sounds in urban areas, extra wind effects etc will this be more detailed in Arma2, Vanilla Arma did sound like an empty space allot of the time. 8. When it rains will we get nice running water effects off of buildings / metal etc and will there be any details like brushing sounds past bushes, twigs cracking etc in woods, this was accomplished really well in the original Ghost Recon (ahead of its time for the sound details). 9. Will there be ear ringing effects near grenad blasts, and what kind fo audio effects will be used in situations like that and medic/injured moments (more medic dynamic calls etc?). .. that's all I have for now, but though Id start a sound section if there is any specifics or news, or even features sound related for Arma2 post them here, im an audiophile at heart and love to know all about the geek side of audio within games, especially this sim. Share this post Link to post Share on other sites
SaBrE_UK 0 Posted August 31, 2008 Sound is a really big part of an immersive game. Good suggestions. Share this post Link to post Share on other sites
Dwarden 1125 Posted August 31, 2008 major question which o asked for ArmA 1 and it never was 'resolved' : will be the cap limit of 16 2D and 16 3D sounds removed and scaled accordingly to soundcard/system power or user definable ? i suggested this already for ArmA 1.x because if You have e.g. Audigy1/2 or X-fi card you can handle 64/128 hw accelerated sounds 2D and 3D indepedently ... http://www.flashpoint1985.com/cgi-bin....=sounds simple config option to override this hardcoded limit to avoid sounds cut while maxsounds culling mechanism kicks in ... Share this post Link to post Share on other sites
raedor 8 Posted August 31, 2008 I think oyu better use this thread for those questions. Closing. Share this post Link to post Share on other sites
mrcash2009 0 Posted August 31, 2008 I created a new thread and didnt notice this (oops) so to repeat my posying ref sound : I would like to know when info trickles in : 1. Are they going to use dynamic voices much like RUG DSAI stock in the sim? 2. How implemented is EAX in the engine, reflections, depth etc. Or will effects be applied pre-rendered to stock sounds? 3. Will there be more voices used for team/radio than the selection in Arma as it is now? 4. Whats the minimum spec soundcard for the next version? 5. Will modding sound be similar to Arma, any nice flexible additions in configs modders can use such as reverb depth, reflection, internal EQ? 6. Will Arma have a more flexible internal audio mixer, one volume for radio coms, one for first person voice, once for effects, one for music etc? 7. ECS brought much life to the ambience and immersion into Arma with church bells, more birds, flies, clanging sounds in urban areas, extra wind effects etc will this be more detailed in Arma2, Vanilla Arma did sound like an empty space allot of the time. 8. When it rains will we get nice running water effects off of buildings / metal etc and will there be any details like brushing sounds past bushes, twigs cracking etc in woods, this was accomplished really well in the original Ghost Recon (ahead of its time for the sound details). 9. Will there be ear ringing effects near grenad blasts, and what kind fo audio effects will be used in situations like that and medic/injured moments (more medic dynamic calls etc?). .. that's all I have for now im an audiophile at heart and love to know all about the geek side of audio within games, especially this sim. Share this post Link to post Share on other sites
Alex72 1 Posted September 1, 2008 More voices or whatever it is that makes it possible for more sounds at the same time should be thaught of as BIS say its a new "sound system" in ArmA2. The big immersion killer in ArmA2 is that sounds often disapear when new sounds are played. For example a helicopter flying over your head and someone fires a gun - helo sound disapears and then comes back again after the gun sound is played out. Â Really hope this is taken care of. EDIT: And this should be thaught of by BIS to try and make in ArmA2. In ArmA2 as BIS stated they can patch sounds together so they dont need to use a whole long recording wich i guess this is. Would be nice as this is amazing and will enhance the battlefield a lot soundwise when jets are around. XAM1.5 jet flyby sound: Regards Alex Share this post Link to post Share on other sites
Aeon 0 Posted September 3, 2008 Doe the new "ArmA2 sound engine" support more stereophonic sound file than before, or does it remains the same (just CfgMusic & CfgEnvSounds) to preserve performance ? Share this post Link to post Share on other sites
Guest Ti0n3r Posted September 3, 2008 If the rest of the sound effects will be as good as the ones you posted... Wow thanks! Share this post Link to post Share on other sites
Kirq 0 Posted September 6, 2008 Sounds great, I hope this time we wount have to despearely wait for the sound mods to make ArmA sound good Share this post Link to post Share on other sites
layne_suhr 0 Posted September 6, 2008 Yes ArmA has one thing missing with all Aircraft and thats the crashes, they are very loud and don't sound like the enginge turning off then a grenade going off this is what i am kind of after with ArmA 2 http://www.youtube.com/watch?v=4pxOzSpUXtg http://www.youtube.com/watch?v=StKgzoKlXZg Share this post Link to post Share on other sites
xnodunitx 0 Posted September 6, 2008 Errr, decided to cut out my post after spending 25 mins redoing it over and over. Share this post Link to post Share on other sites
Heatseeker 0 Posted September 8, 2008 I just hope the helicopters flying 50 meters above the ground sound louder than the crickets and insects down there. The giant crickets of sahrani . Share this post Link to post Share on other sites
xnodunitx 0 Posted September 8, 2008 Don't forget that the loudness of the rotors depends on the direction their blowing the wind, if its in motion and how high aaand of course the amount of blades apparently makes a difference in every possible way in terms of sound. Share this post Link to post Share on other sites
Heatseeker 0 Posted September 8, 2008 Don't forget that the loudness of the rotors depends on the direction their blowing the wind, if its in motion and how high aaand of course the amount of blades apparently makes a difference in every possible way in terms of sound. Yes, but i meant with you being the pilot, flying 50 meters above the deck and hearing Sahrani's giant crickets/insects . Share this post Link to post Share on other sites