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bigpickle

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Posts posted by bigpickle


  1. 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 😟

    • Sad 1

  2. 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?

     


  3. @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

     


  4. Nope. :(

     

    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:

    1. The new sound shader system does not seem to be implemented onto the weapon, old config style is the only thing that works.
    2. Loop system is measured in Samples not decimal.
    3. GAU8",1,1,1000,{30000,130000}}; green highlight is the start and red highlight the end of the looped area.
    4. When converting Bis gau8 sample the file played at what seemed to be twice the speed in the audio editor.
    5. When I have tried to set up a loop with a sample, once in game is doesnt loop.

    Any guidence would be muchly appreciated


  5. You can use "backwards" ramps.

     

    (speed factor[0,50]) -> volume will increase while speed goes from 0 - 50.

    (speed factor[50,0]) -> volume will decrease as speed goes from 0 - 50.

     

    (speed factor[0,30]) * (speed factor[70,40]) -> volume increases from 0-30, then decreases from 40 to 70.

     

    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?


  6. 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.

     


  7. 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])";
            };

  8. I was on vacation the last week and did not have the chance to check out the sounds but I followed this thread.

    Oh man, when will people stop using crappy GoPro Camera YOUTUBE VIDEOS as reference for sound and then argue pages of text full of crap based on these videos.

    The microphones on most of the youtube cameras are not even CLOSE to what's needed to capture proper sound!

    If you want to hear properly recorded bullet cracks, check out PROFESSIONAL RECORDINGS!

    http://therecordist.com/supersonic-subsonic-bullets

    All bullets sound the same really. Tiny pitch & volume changes. The rest comes from the environment echo.

    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

    $_35.JPG

    ?u=http%3A%2F%2Fecx.images-amazon.com%2Fimages%2FI%2F519XUVr9pUL._SS300_.jpg&f=1

    x2 Rode NTG3

    ?u=http%3A%2F%2Fwww.americanmusical.com%2FGalleria%2F2%2FROD%2520NTG3%2520BLK_M-Large.jpg&f=1

    X1 Rode NTG2

    ?u=http%3A%2F%2Fts1.mm.bing.net%2Fth%3Fid%3DHN.608026748085406904%26pid%3D15.1&f=1

    Blimps, both old and 2014 edition

    ?u=http%3A%2F%2Fts2.mm.bing.net%2Fth%3Fid%3DHN.608003735652073669%26pid%3D15.1&f=1

    343359.jpg

    Rode Extendable Boom Pole

    ?u=http%3A%2F%2Fts3.mm.bing.net%2Fth%3Fid%3DHN.608021907655886778%26pid%3D15.1&f=1

    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.

    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?

    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


  9. 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.


  10. So far, we're more confident about the 'weapon tails' improvements,

    Can you explain what you mean by this? do you mean we the ability to add different sample tails to different environments? ie like woodland, urban etc if so how will that work from a script perspective ie will we be able to reference that information via the fired event handler?


  11. Hello LAxemann, yes, we decided to improve/redesign distance attenuation feature (air absorption). The idea of custom classes for specific distances (which anyway worked for weapons only) was abandoned, we will use dynamic EQ (LP) instead - for ALL positional sounds (with exceptions). One of the reason is that dynamic filter gives us an opportunity to take other aspects (than the distance) into calculation, like occlusions. Backward compatibility will be preserved (weaponSoundEffect parameter will remain functional) and there will be possibility to turn this feature off by script command.

    Please make environmental occlusion as abrupt and "muting" ie removal of top end as it is in reality :p


  12. I apologize, I did not know that and breaking any rules was certainly not my intention, nor to offend anyone! I usually try to get things like this done on my own if possible, but I'll be more careful tinkering with stuff in the future.

    I made an account here just for this one issue and have to admit I did not read any rules (like I should have) and did not really think about the respectlessness of altering anything. Thanks for bringing that to my attention.

    To explain myself: I was just looking for a personal (just for me) workaround since this soundmod is still the best out there in my opinion and Arma is just not the same without it. You just do not get this high Quality and "oomph" with the other usual suspects. Wouldn't it be for this issue with the volumes... It basically takes away one of my favorite parts of the game: flying. I usually play on pvp-servers like EUTW and flying choppers without these warningsounds is rather suicidal.

    To conclude: I am sorry if offence was given but on the other hand very glad that you are open to suggestions and I am confident you will find a good balance like with the rest of the sounds.

    No need to explain mate, I am looking into the warning sounds as we speak.


  13. So I did some digging. I found out I can modify the wss-files(actual sounds) inside the pbo-files(containerfile). And I found the two soundfiles of the lock-on-warning and the missile-incoming-warning. But I also found out that altering them (when you are not the addon-creator) could lead to Battleeye-positives because some cheaters use the same methods to alter the game. I will not mess with them then, that is too much risk for me. So I guess there goes my option to either make the heli-sounds quieter or the warning sounds louder...

    Yeah changing my mod breaks the forum/user rules. Thanks

    I will look at the configs to try to make them louder, problem is the in-vehicle occlusion configuration has been changed about alot recently, before the samples were very loud and i had to turn them down, so i will see how they sound on my system and alter the configs to make them louder.


  14. I've been thinking... After hearing the TRG sample in game, and the MK-20, they sound amazing. But why? When turning my volume up loud to where I would imagine how loud a gunshot should be IRL, it didn't sound cheap anymore. I could hear the high end, mid, low end and the closure of the shot, and it doesn't carry fake reverb that much. So what does this have to do with anything? Here is my actual opinion plus observation on the matter, now that it's 1:20 AM and I have the time.

    The shot is dynamic, and it doesn't kill the ears. It has character, and spontaneous punch, as a gun should. When you think about a gunshot, that's what it should be, spontaneous, loud, carrying high through to low end dynamic sound. This should be the case for explosives to. When you think about it, explosions are instantaneous. Bang! Pow! Not quite like a "Curchunk" like the frag grenades cerebrally are, it doesn't sound as If someone exploded. Gun shots the same, as they are pretty much, small, directed explosions.

    I also observed a few videos posted on the forums in regards to Audio recording of fire arms. I thought of the idea where since every mic picks up a different wave length a certain way, guns could be recorded with 3 mics, that pick up high, mid, and low end, and mixed into one dynamic sample. Someone's probably come up with this long before I thought about it but, what ever, it's just something i thought about the other day.

    Absolutely right mate, YouTube videos have convinced people that gunfire has a ton of deafening echo all the time but in actuality it is dependent on the distant environmental area, this is normally subtle and the most echo naturally hard surfaced environments such as mountains, woodland etc

    The louder part to the "shot" is the reverb which can be very loud but normally is short lived and again dependent on environment but this time close proximity environment and hard surfaces again reflect the most.

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