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HARCP - Dynamic Sound System

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What is OA?

So on release we will only be able to run this mod with stock sounds? or only with ACE SM

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Operation Arrowhead.

This is a Sound Mod. It will cointain new SFX and it will be compatible with ACEX stuff.

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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

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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?

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Operation Arrowhead.

This is a Sound Mod. It will cointain new SFX and it will be compatible with ACEX stuff.

Excellent :)

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____________

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 by danczer

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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 :)

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That is the same like we have in Arma. Objects/hills dampening the sounds.

Edited by tpM

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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.

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We are still working on it...

Here is another video:

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Wow ! I'm really quite excited about this one. I think its going to have a big Impact on ArmA2

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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. :)

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(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)

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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?

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