polecat.uk 11 Posted October 30, 2009 have a read at this , http://www.xconomy.com/boston/2009/10/27/a-physics-rebel-shakes-up-the-video-game-world-literally/?single_page=true Share this post Link to post Share on other sites
CarlGustaffa 4 Posted October 30, 2009 (edited) galzohar said: In-game speed of sound is infinite so you will hear the shot before you hear the crack (as opposed to real life). Like real life, though, neither sound overpowers the other because you don't hear both at the same time. If that is your current reality, then I suggest you try SOWMod. As for overpowering, the gunfire is subject to volume falloff due to distance, occlusion, and obstruction, while bullet crack is not. So yes, there can be times when the gunfire "drowns" in bullet crack sound (or in combination with any other sounds going on at the time, vehicles, environment etc). @Polecat.uk: A headset for my tits? Or a titset if you like? I won't be caught wearing one :D Edited October 30, 2009 by CarlGustaffa Share this post Link to post Share on other sites
kklownboy 43 Posted October 30, 2009 EDcase said: Yes, the surround doesn't seem as effective as ARMA1. Probably because ARMA2 doesn't use hardware sound.To me the sonic crack as bullets go by is too loud. Since the crack has no direction its very unhelpful as it over powers the gunshot sounds. Of course I've never been in a gun fight so can't say if its realistic or not. EDIT: I'm using a Creative X-Fi with surround headphones. (It did work very well with ARMA1) head phones or my 5.1speakers, no problem centering the sound. Share this post Link to post Share on other sites
.kju 3245 Posted October 30, 2009 There were still some issues left. These should be fixed in the latest beta. Share this post Link to post Share on other sites
mrcash2009 0 Posted October 30, 2009 Latest beta still has "stuck explosions to ear it was triggered" issue and gun fire from 1st person still dead center with no pan of head tilt. I can tell general direction and always can but for some reason the "Doppler" type 3d filter effect to show behind and in front "feel" isnt working in arma2 well, if at all. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted October 31, 2009 (edited) I don't think I'd want a panning effect on gunshots due to having rifle on right shoulder. If you shoot a lot, the imbalance of sound would drive people crazy, as it is so dominant. Just tested trigger playing the alarm sound. Doppler effect is working fine here. And it illustrates the sound problem perfectly. The stereo panning isn't updated when player rotates his head, but instead sets the stereo panning every time the sound is started. For longer sounds this is a very annoying problem. Edit: Never mind. The alarm sound is updating while playing, just not as frequently as I would like it to. Edited October 31, 2009 by CarlGustaffa Share this post Link to post Share on other sites
.kju 3245 Posted October 31, 2009 mrcash2009 please go to the CIT, make individual reports for each issue, with the standard way of reporting (good header, good bullet point/short summary, repro steps and demo mission(if possible)). thanks Share this post Link to post Share on other sites
Alex72 1 Posted October 31, 2009 There is a problem in the game. It is easily noticed by in 1st person shoot your own rifle. Now turn your head while firing. Do you hear it in the respective ear as you turn? I dont. This is applied in a wide circle around the shooter/player and makes it impossible to know when for example a mate fires close to you. You have to look around to see where he is. Sound arc is also too big. Thats another story. And i wont bother post more about this problem however. Done it til i puked. But to OP, yes you can hear where people shoot from - but sometimes its impossible. I know it is in reality as well, but those factors are completely different. The game is awesome though. Dont get put down what i wrote. Im a audiophile so im prone to notice things like this a lot. Alex Share this post Link to post Share on other sites