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Mudkip

How come ArmA 2 doesn't sound like this?

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And the point of this thread is what beyond pointless (literally, there is no point) whining? It sounds fine and, more importantly, sets up everything required for modders to build their own soundscape, go download a mod and quit moaning.

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I'm not really whining and I am using a mod (VopSound) but I'm puzzled at why they would record real sounds and not use them ingame...

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As Marek said here, maybe its because those recording sessions were done for Arrowhead, and as such ArmA2 doesnt use the sounds from those sessions?

Jesus :j:

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I'm not really whining and I am using a mod (VopSound) but I'm puzzled at why they would record real sounds and not use them ingame...

If you're after a genuine discussion I'd suggest putting forward an idea or theory of your own and preferably avoid presenting such openly derogatory statements as "ArmA2 sounds like shit" as a statement of fact. You otherwise run the risk of appearing to be just one more in a procession of whingers who parade their over-developed sense of entitlement through these forums on a daily basis. I may possibly have reached an 'over-sensitive' state, so please don't take offence, it's just the endless complaining of the poorly informed is really starting to rankle.

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Apart from any sound samples, what i dislike the most in ArmA2 is that it doesn´t support hardware accelerated sound anymore.

The current software engine might work well (in terms of less troubleshooting), but it neglects the vantages of hardware accelerated devices and also forgoes alot of potential with distant sounds - which ... well, it sucks.

I´ve once made an example mission with the player standing on a ridge to the east of chernogorsk and a huge battle going on in the town. What i found was that in distances of appr. 700-1500m there are some sounds (mostly tank main guns & explosions) being played with a very well done distant sound filter (sorry, can´t explain better), but rifles or choppers cannot be heard at all.

At distances below 700m you´ll hear the normal sounds, as if you were standing right next to the source, just not as loud.

And at distances over 1500m the sounds will be cut out completely.

There´s a whole lot of good potential thrown right out of the window.

Just imagine how cool it would be to be able hearing a battle going on a long time before you even get there! It might not be the best example, but some scenes in Saving Private Ryan lived through exactly these distant sounds, like the very blunt sound of artillery hitting a village 3km´s away from you etc.

Translated to ArmA2 you can think of an A-10 circling 3km above your head and letting off some rounds, in ArmA2´s current state you´d hear nothing, but if BI overcame said issues you might aswell crap your pants and run off utterly scared.

So pls BI, pimp your sound engine! :cool:

Edited by Mr Burns

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Asked and answered by Marek as DM points out.

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