bigpickle 0 Posted June 12, 2010 What is OA? So on release we will only be able to run this mod with stock sounds? or only with ACE SM Share this post Link to post Share on other sites
tpM 478 Posted June 12, 2010 Operation Arrowhead. This is a Sound Mod. It will cointain new SFX and it will be compatible with ACEX stuff. Share this post Link to post Share on other sites
Steakslim 1 Posted June 13, 2010 Well this mod looks like a blast. I look forward to it's release. Share this post Link to post Share on other sites
Fox '09 14 Posted June 13, 2010 perhaps you will include configs etc for other sound mod creators to use? like CSM2.. some people might want the sounds of that, but with these effects.. they'd have to make their own sounds but you get the idea Share this post Link to post Share on other sites
Smurf 12 Posted June 13, 2010 perhaps you will include configs etc for other sound mod creators to use? like CSM2.. some people might want the sounds of that' date=' but with these effects.. they'd have to make their own sounds but you get the idea[/quote']It wont work with soundmods, since you need to have echos/reverbs seperately, and requires a few other cfg settings. The other soundguys can make their own dynamic sound mod based on the system (also, its gonna be modular, like: rifle/MG/sniper/pistol/SMG/explosion etc fire/echo sounds). ____________ How big the performace impact is? Share this post Link to post Share on other sites
Fox '09 14 Posted June 13, 2010 wow.. and i read that post too! im stupid :( Share this post Link to post Share on other sites
bigpickle 0 Posted June 13, 2010 Operation Arrowhead.This is a Sound Mod. It will cointain new SFX and it will be compatible with ACEX stuff. Excellent :) Share this post Link to post Share on other sites
DancZer 65 Posted June 13, 2010 (edited) ____________How big the performace impact is? We didn't do the stress test yet, but I try to make the best optimized code. At single test i didn't notice fps drop. Edited June 13, 2010 by danczer Share this post Link to post Share on other sites
mrcash2009 0 Posted June 13, 2010 I thought this was interesting from the Q/A OA wiki: * Will be added ability for modders to use several sound' samples for a one weapon/muzzle? Like inside/outside gun' sound for vehicle or near/far sound? To change them, depending on the environment and/or distances? It is already possible to have multiple samples for every weapon. Sound inside vehicles is also simulated via realtime filtering: all external sounds are adjusted to sound as realistically as possible (as an approximation and also for better gameplay, we generally expect that inside vehicles users have helmet with headphones to futher reduce the volume of sound of the vehicle and environment). Sound is also filtered in realtime to simulate the effect of distance (like in reality - different frequencies are attenuated differently with distance). Sound occlussion is also simulated. * Will be added ability for modders to get more options/parameters to adjustment of sound? The ability to change gun sounds' equalizer/doppler effect' settings, depending on the distance, environment, obstacles nearby? Presently, we have not thought about moving this to configs. Primarily, because we simply try to simulate universal real world conditions that should influence the sound. Should have linked to this thread :) Share this post Link to post Share on other sites
tpM 478 Posted June 13, 2010 (edited) That is the same like we have in Arma. Objects/hills dampening the sounds. Edited June 13, 2010 by tpM Share this post Link to post Share on other sites
bigpickle 0 Posted June 14, 2010 This has so much potential to add more emersion into the game, especially when you add the bass reverb and echo's to explosions. Right on guys, and thank you for this. Share this post Link to post Share on other sites
tpM 478 Posted June 22, 2010 We are still working on it... Here is another video: Share this post Link to post Share on other sites
roberthammer 582 Posted June 22, 2010 Great work tpM :) Share this post Link to post Share on other sites
AnimalMother92 10 Posted June 22, 2010 Sounding much better, quite promising Share this post Link to post Share on other sites
bigpickle 0 Posted June 22, 2010 Wow ! I'm really quite excited about this one. I think its going to have a big Impact on ArmA2 Share this post Link to post Share on other sites
SaBrE_UK 0 Posted June 22, 2010 Great work, I'd love to hear this in the Takistani mountains. Share this post Link to post Share on other sites
Alex72 1 Posted June 22, 2010 Very nice work tpM. :) Good luck finalize it. Share this post Link to post Share on other sites
tpM 478 Posted June 23, 2010 Thx... We decided to release it on 28th, 1 day before Operation Arrowhead. Then we'll move on to OA and polish it, enjoying the benefits of its sound engine improvements. :) Share this post Link to post Share on other sites
ginger mcale 11 Posted June 23, 2010 Yeah. Thank you! Looking forward to it. Share this post Link to post Share on other sites
bigpickle 0 Posted June 23, 2010 Great one TMP, can you confirm yet whats going to be in the release? Share this post Link to post Share on other sites
bensdale 0 Posted June 23, 2010 Nice many thx for your efforts!!!!!! Share this post Link to post Share on other sites
tpM 478 Posted June 23, 2010 (If everything goes per plan) The first release will contain: new weapon sounds with dynamic echo handling in: forest, urban, indoor, hilly areas (we excluded rocky areas from our list :(), new explosion and sonic crack sounds (the new ones from ACEX SM 1.1). Also, there will be a userconfig where you can set: - The max. number of simultaneously played echoes/reverbs - How often add echoes/reverbs to AI's weapons - To have echoes/reverbs only for players's weapons - To have echoes/reverbs only for player (client) Share this post Link to post Share on other sites
sommergemuese 0 Posted June 24, 2010 I can't wait sounds great :) Share this post Link to post Share on other sites
Uziyahu--IDF 0 Posted June 24, 2010 It would be nice to be able to set echoes/reverbs only for weapons fired within X meters of player and maybe echoes/reverbs for player's group only. How much do echoes/reverbs bog your CPU down? Share this post Link to post Share on other sites