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maruk

ARMA II - UH-1Y Venom In-Game Sounds

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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?

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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

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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  wow_o.gif

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Thank's

Very very Nice Sounds

The best Game was i ever seen notworthy.gif

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Nice to see that the devs care so much smile_o.gif

Seems the modders arent needed anymore for ArmA2 because all is already in tounge2.gif

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?

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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.

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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.

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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 ...

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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.

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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.  

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

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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 ?

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Guest Ti0n3r

If the rest of the sound effects will be as good as the ones you posted... Wow inlove.gif

thanks! smile_o.gif

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Sounds great, I hope this time we wount have to despearely wait for the sound mods to make ArmA sound good thumbs-up.gif

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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 crazy_o.gif .

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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.

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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 crazy_o.gif .

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