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CatBook-Yi23332 started following bigpickle
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Hi, Im trying to get on board and enjoy Reforger, Im enjoying what is in game so far. However that only lasts quite literally one maybe two play sessions at best. The game/tech demo really does need more content. Mortars/artillery, air/ground vehicles, weapons. It is severly lacking to keep people playing. I havent seen any type of roadmap/content list of what is coming either 😟
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Hey I found this new line inside the SoundShader config for the Katiba rifle while working on some audio. Its the customCategory line. class Katiba_Tail_SoundSet: Rifle_Tail_Base_SoundSet { soundShaders[]={"Katiba_tailTrees_SoundShader","Katiba_tailForest_SoundShader","Katiba_tailMeadows_SoundShader","Katiba_tailHouses_SoundShader"}; volumeFactor=1.3; customCategory="limit2"; frequencyRandomizer=1.5; }; Any ideas what it does?
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Hi devs Are there any plans to modify the Planes RPM factor settings to a more usable scaler? At present its 0.0 - 1.0. Its not really a useable option to fade from low rpm to high rpm samples as both will play at the same time, ultimately the rpm for Planes is either off or on. Cheers
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GEORGE FLOROS GR started following bigpickle
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~ ArmA 3 Sound Modding 101 ~
bigpickle replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@megagoth1702 I get this error when running the demo mission you posted for the sound controllers, I cant fix the issue either. 11:53:43 Error in expression <"\n"; } forEach (getAllSoundControllers (vehicle player)); hintSilent DUMMY_stri> 11:53:43 Error position: <(vehicle player)); hintSilent DUMMY_stri> 11:53:43 Error Missing ) 11:53:43 File C:\Users\MegaBeast\Documents\Arma 3\missions\#soundControllers.Stratis\init.sqf, line 24 -
~ ArmA 3 Sound Modding 101 ~
bigpickle replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yeah I gathered as much. I have another one which I'm sure you've encountered. The A164 30mm cannon. How does the loop system actually work? Here's what I know: The new sound shader system does not seem to be implemented onto the weapon, old config style is the only thing that works. Loop system is measured in Samples not decimal. GAU8",1,1,1000,{30000,130000}}; green highlight is the start and red highlight the end of the looped area. When converting Bis gau8 sample the file played at what seemed to be twice the speed in the audio editor. When I have tried to set up a loop with a sample, once in game is doesnt loop. Any guidence would be muchly appreciated -
[WIP] ArmA 3 Youtube - Play youtube videos and watch them together!
bigpickle replied to daphne's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I know yeah, crazily good! -
~ ArmA 3 Sound Modding 101 ~
bigpickle replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That answers alot for me thankyou! I also have a question if i may MG. Is it possible to play a sample on an increase of speed/thrust/rpm, but have it not play on the decrease? -
Make Sample Play At Specific RPM Only
bigpickle posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi, I'm trying to make a Sample play at a certain RPM band only. class TestSound { sound[] = {"MyTestSound\TestSound1", 1, 1, 400}; frequency = "1"; volume = "engineOn*camPos*(rpm factor[0.3, 1])"; }; I know the highlighted syntax is the control information but i dont know how to make the sample play at a specific rpm stage only and once increased or decrased past that stage no longer play. Can any of the config wizards help me with this? Thankyou. -
Hi chaps been a long time away and very glad to see the weapons and helicopters got a good sound config treament! Well done. Aircraft though have not had this extra treatment of more sound classes added, can more please be added development team. *I found what i think is a broken sound class in planes, I cannot for the life of me get this to work when changing audio samples (I'm guessing its used for ground noise when in inside view)* class scrubLandInt { sound[] = {"A3\Sounds_F\vehicles\air\noises\wheelsInt",1.0,1.0,100}; frequency = 1; volume = "(scrubLand factor[0.01, 0.20])"; };
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I still cannot find them, does anyone know what pbo they are in? or can past the required addons for them?
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Is the new info about sound tails going to be passed to Fired Event handler?
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CBA - Community Base Addons - ARMA 3
bigpickle replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, Will CBA's Fired XEH be updated to retrive and pass the information about the area the weapon is fired on ie give of the "SoundTails" information such as Forest, Houses, Meadows etc ? -
I really dig what your saying, Frank Bry is way above the average recordist especially when it comes to firearms. That is a level you will not see as an average in Arma or pretty much any other game. My opinion is he is the best in the business by far with Watson Wu a close second. People do need to recognize that a proper field recording setup is needed to gauge the true potential of sound. Personally I sport a very modest field recording rig: Fostex FR2-LE with a Portabrace Carry Bag x2 Rode NTG3 X1 Rode NTG2 Blimps, both old and 2014 edition Rode Extendable Boom Pole For cabling I use: Gold Neglex Quad Microphone Cable for Studio Neutrik XLR http://www.musiciansfriend.com/accessories/mogami-gold-neglex-quad-microphone-cable-for-studio-neutrik-xlr With a gold quad Mogami 3106 splitter when doing mono work http://www.ebay.co.uk/itm/221652641453?_trksid=p2060353.m2749.l2649&ssPageName=STRK%3AMEBIDX%3AIT Although this is a very meger budget setup costing around £1500 - £2000 including microphone stands etc, having the ear for sound and the editing practice can on some occations make up for very expensive kit. As examples to demonstrate I provide a few samples to listen to, these samples were recorded in mono WAV 96000Hz and had doppler artifically created in the editing process, The nosie floor may be heard certainly more than on expensive proffessional setups: Grumman F8F Bearcat Supermarine Spitfire Squadron Takeoff North American B25 Mitchell ---------- Post added at 09:06 ---------- Previous post was at 07:09 ---------- On a seperate subject: I wanted to quote myself as my question may have not been spotted by the devs or audio devs. An answer would indeed help me with my mod development and I'm sure help others who are editing sounds. Another question in reference to the new "tails" is : Will the information about the surface area ie meadow forest etc be passed with a new edition to the Fired Event Handler? Thanks
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Will this attenuation be for all sounds played within the game enviornment ie scripted sounds using playSound, Say, Say3d and all the other commands to play audio? Also danczer is right there should be no symmetry with fast moving objects that project sound backwards, BIS can change this with cone parameters on the samples in the config for the aircraft.
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Very true, something I have been saying for a long time, bullet impacts are generally no where big enough/dusty enough in the arma series.