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alex_fncypnts

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  1. alex_fncypnts

    ~ ArmA 3 Sound Modding 101 ~

    Hey, thanks for the quick reply buddy! Didn't knew about the Discord channel, nice :) So far I already studied some mod configs and also looked through the arma3 audio wiki. (thanks for that btw) Everything stated there makes perfectly sense to me, maybe because it's mostly audio related. I didn't come across basic modding tutorials regarding audio, thats why I'm a little confused about dependencies and modding arma in general. So that means the PBOs can be named like I wish but the config compiled into the PBO talks to arma, right? Makes sense now :)
  2. alex_fncypnts

    ~ ArmA 3 Sound Modding 101 ~

    Alright, I had a little time to dig into this - there are some things I don't understand yet, maybe someone can point me in the right direction. Let's start step by step ^^ 1. Which files of the original content are overwritten by the mod and how does the game engine know whats happening? I can see the modded configs of specific weapons and the included wss/ogg, but how does the engine decide which files to use? I guess I just want to know where the dependencies are declared. Especially because I see every mod uses custom *.pbo names (which makes sense) but how does the game engine know what to do? 2. I'm by no means a programmer per se, I just find my ways around programming and scripting things as an audio engineer. Can I use a modded config file for my own mods? So there was something called the public soundmod framework by LAxemann, don't know if he actually released it or not. But I guess it is something like example configs right? Are there more examples - especially for APEX audio? That's all for now, I'm really excited about this :)
  3. alex_fncypnts

    ~ ArmA 3 Sound Modding 101 ~

    I have a question regarding the legal state of using library based audio material for mods, maybe some of you can answer this... So, is it ok to use material from sample libraries I bought for a mod? In the end no one is profiting from using paid samples in any way, modding is just community based nonprofit work right? Take the JSRS audio mod for example... Props to LordJarhead btw, did you record all audio material or did you use library based samples to design specific sounds?
  4. alex_fncypnts

    ~ ArmA 3 Sound Modding 101 ~

    Guys, you all are great! Thanks for putting all this info on Audio Modding in Arma 3 together. It is a great learning source. I'm just getting my head around all c++ programming in Arma. Having prior experience in audio plugin programming, it's a little easier but not the same :D If that would be the case we would only be able to listen to frequencies up to 11khz, which is a very bad thing because its like looking at a completely blurry picture. maybe someone knows this: what sampling rate and bit depth are *.wss files anyway? I suppose they have not the same sampling rate and bit depth as the source material, right? so what is the engine ultimately using? at the moment I have no further questions due to no free time, but be sure to prepare for my questioning as soon as I checked out the BI source files to understand the hirachy ;) Thanks!
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