[frl]myke 14 Posted June 27, 2010 Ok, i give up on this one. Tried all possible settings but nothing seems to change the sound volume played: soundHit[] = {"\GLT_MOAB\snd\Explosion_Large.wss", db0, 2, 5000}; Ok, i know what the settings are supposed to be: - soundfile - volume - pitch - distance So far so good. So the db0 settings is this what "should" affect the loudness of the sound played. But no matter what i set there, it is always at the same volume played. Already tried these: from db-150 to db150, several variants inbetween aswell as db0 same without the db, so from -150 to 150 Nothing does affect the volume, as far not that i could tell. Forget the advice "make the sample louder". The soundfile is already maximized as far as there is no clipping or other unwanted sort of distortion. Anyone knows if this is a bug or how can i make this particular sound louder? Share this post Link to post Share on other sites
Inkompetent 0 Posted June 27, 2010 Is your soundfile mono or stereo? All sound has to be mono. Share this post Link to post Share on other sites
[frl]myke 14 Posted June 27, 2010 It is mono and the soundfile is played. It just plays always with same volume, no matter what settings i try. Share this post Link to post Share on other sites
Inkompetent 0 Posted June 27, 2010 In that case I don't have a clue. Just know that is a common fault otherwise =/ Share this post Link to post Share on other sites
[aps]gnat 28 Posted June 28, 2010 With the same test have you targeted a standard included BIS sound file, and IT does change volume? Share this post Link to post Share on other sites
TomDark 0 Posted June 28, 2010 (edited) hello, try this db50 , 1, 5000 . I think 2 is the speed of sound file. so the sound plays twice as fast ! and 5000 is the reach . How far you can hear the sound . in your case 5000 meters, db is the volume of sound Edited June 28, 2010 by TomDark Share this post Link to post Share on other sites
[frl]myke 14 Posted June 28, 2010 Gnat;1661182']With the same test have you targeted a standard included BIS sound file' date=' and IT does change volume?[/quote']Tried with standard BIS sound, same issue. Seems the volume parameter is just ignored. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted June 29, 2010 And how does the vanilla configs compare? I had a similar experience with CfgSFX, the first parameter (or, the parameter that had db in it from all the examples I went through) didn't seem to do anything, everything was controlled with "reach". If the engine somehow mixes the two (which I suspect), then it is fully reasonable that a reach (which is in fact a volume control when you think about it) of 5000 (probably off the Arma scale) will cause problems with volume/reach. If you think of it in terms of db, massive positive dbs will cause the sound the reach farther, but also loose spatial sourcing. Try a +100db (the config value) sound at 100 meter distance. Can you hear where it is coming from? Now try 0db at the same distance. Now you can pinpoint the sound. For the extreme distances you're going for, try to calculate the delay manually (per client), and use anonymous playSound instead. You'll lose the spatial direction though. Another more wicked approach is to use CfgSFX effects sound with a small speed difference (and a tiny offset in playstart, but can use the same sample), hook it onto triggers positioned in a 45° cone between observer and source , which will allow you to use config values that doesn't blow the charts. It's not "neat" and by all means it's just a workaround trying to cope with various sound related problems in Arma2. Share this post Link to post Share on other sites
megagoth1702 252 Posted October 12, 2010 The "db" value has nothing to do with the sound's volume. It has to do with the sounds played at the same time. For example - you have a gau8 shooting at you and your 20mm hits samples are about 5 seconds long, no wonder that after half a second all the avaible 64 sound engine channels are full with hit sounds. Then the engine looks for a sound to "kill" in order to play a new "hit" sound. If there are any sounds with a LOWER db value than the hit sounds (for example footsteps, car engines, a campfire, a normal 556 bullet impact, jet engines) this "quiet" sound will get killed. Volume in this game is defined by sample volume (how loud your file is) and distance etc etc. The db-values are just for the engine to know what sounds are important and what not. I dont fully understand it but I got the basic stuff down I think. I had troubles with my gau8, I could not hear it. So I looked at the values and the custom A10 engine db-value was about 50, the 20mm impacts were about 20. So I tried a GAU8 value of 80, it did not work. Wanna know, what I ended up with? 180. Now the GAU8 (as a VERY important sound) is played 99% of all times. There is a very little , random chance that it will get killed. But thats random. :) I hope that helped. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted October 14, 2010 Roger, thanks. I thought and figured out by own recent experiments it was a relational volume, but not that it dealt with as a priority thing. But it does make sense. Share this post Link to post Share on other sites
charon productions 10 Posted October 14, 2010 If you use the dB syntax, the sound will be played inbetween the loudest and most silent sound config values of other sounds. So you basically will never know how loud your sound will really be. Maybe try using coherent absolute values as in the BIS sound config. 50 for example sound[] = {"YOURSOUND", 50.000000, 1.000000,DISTANCE}; But i guess if you really want a blasting kill-all-else sound then db+180 might be better. Hope that helps Share this post Link to post Share on other sites