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megagoth1702

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Everything posted by megagoth1702

  1. megagoth1702

    Audio Tweaking (dev branch)

    That would help isolating which of the many sound sources playing at the same time is at fault there. :) Hmm, is it this bug?
  2. megagoth1702

    Audio Tweaking (dev branch)

    You mean the noise at 0:34-0:35? I am not sure what to listen for.
  3. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    Welcome. I am very busy but I'll start off and hopefully others will help. 1. Learn about configs and inheritance. Ask around on the forum or arma3 discord for that. This is important knowledge and not super easy to come by, but if you try hard enough you'll get it. Try to get someone who understand configs to explain it to you. :) Basically, no matter how many PBOs the game loads, inside these PBOs are configs. And they define certain things, like weapon X will use soundSet Y. Whatever ist the LAST addon in your load-order will be used by the game. So let's say your mod-load-order is: @SuperSound;@UberAudio SuperSound.pbo says: weapon X uses SoundSet Y which uses SoundShaders ABC with Sound1.wss, Sound2.wss, Sound3.wss and UberAudio.pbo says: weapon X uses SoundSet Z which uses different SoundShaders DEF with Sound4.wss, Sound5.wss, Sound6.wss SoundSet Z will be used, because it's last in the load order. This is how the game knows what to use. Have you looked at this? 2. Yes, you can use a modded config but I'd say it's more important to understand how configs work in general.
  4. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    If you buy a library you can use the sounds wherever you please. Especially in mods. For details read the licence agreement of your libraries.
  5. megagoth1702

    Audio Tweaking (dev branch)

    Perfect, thank you! Reported & forwarded.
  6. megagoth1702

    Audio Tweaking (dev branch)

    Guys, Dusa has added info into the ArmA 3 Sound Documentation. It's pretty good! I'll try and add comments and additional info where necessary. :) https://community.bistudio.com/wiki/Arma_3_Sound Thanks! Can you please produce a little example mission? Things about "broken" voice playback have been reported, but I barely have any repro missions to push to the DEVs. Just one so far about say vs say3d. :)
  7. megagoth1702

    Audio Tweaking (dev branch)

    Thanks! Of course, take your time. :)
  8. megagoth1702

    Audio Tweaking (dev branch)

    Please, create a simple mission (just you and some units doing something really easy to set up, like a simple firefight), zip the file and upload it to your dropbox / google drive and share the link here so we can download and see the issue for ourselves & forward it to the developers ASAP. Radio protocol is something that must work but I am not able to reproduce this. And I am not willing to download "any mission" from the workshop. If you want to report stuff, please report it properly. I really appreciate the effort and I don't believe you are recording non existing bugs but the time spent arguing here could have been spent creating a repro mission. Unless you're writing from work/school, like I am right now, hehe. :) Looking forward to your mission! Thanks!
  9. megagoth1702

    Audio Tweaking (dev branch)

    Vehicle explosion short range confirmed & reported. Thanks. About the radio protocol - if you can help me to reproduce a specific scenario I can report it and get it fixed probably. A mission where this happens "often" would help a lot since I have no idea how to "force" radio protocol messages.
  10. This clears up everything. Why the extra release then and not "within your projects" if it's intented for use together with them? I must have missed that pointer, sorry. We do mate. You hard work got Jan thinking of this more. ;) We might get a dirty hack to do what you wanted to do in the first place. But no promises, since the original A3 new audio engine programmer is now working on other projects. Anyway, create some videos man. :) Show that stuff!
  11. The feature is NOW open. But you are right, documentation needs to happen. It's a high priority task right now. Vehicles need a distance boost in general. You can barely hear them, I agree, it's a problem. But really all they need is a boost in distance, not change of filtering. Changing the distances of the low pass filter is tied to changing overall distances of all sound assets, which is why it is not being done right now. I agree that the initiative is great, but I disagree with these numbers and still believe that changing the default filter is not improving anything. I talked to Jan today about this though and there might be a dirty hack some day before we have soundSets for vehicles. So again, initiative was worth it. ;)
  12. Sorry, this mod makes no sense as it is now. You have a problem with YOUR sounds (jets) and try fixing it by changing GLOBAL audio settings, which is something I strongly advise against! You basically disable the whole low pass filter because your range of 7000 makes little sense since there are no sounds with that kind of range in arma3 (unless you are modding sounds in). Okay, so what the low pass filter in Arma 3 does. The low pass filter in arma3 removes high frequencies depending on range. The further away a sound, the less high frequency content you hear. This is exactly how it works in real life. And you can define at what distances the filter will work. Right now there is just ONE setting for the low pass filter for vehicles (and all, while weapons (which use the new soundSets technology) already can be assigned custom filters. This will change when we will be able to assign custom low pass filters to soundSets for vehicles. It obviously makes sense to assign ONE filter to the majority of all sounds because this creates a sense of space and distance. "If sound X is this muffled at this distance, I can guess the distance of sound Y by listening to how muffled it is". We all do it when playing video games and it's important. class DS_defaultDistanceFilter { type = "lowPassFilter"; //this tells the audio engine what type of filter to use. minCutoffFrequency = 150; //the lowest frequency cutoff point the filter will go to qFactor = 1; // how steep the filter is, also controls resonance of the filter innerRange = 500; range = 7000; powerFactor = 32; // don't even know how to explain it, just use the vanilla values from sounds_f config.cpp }; So the low pass filter works between 500m and 7000m in this example. Sounds within 500m are unfiltered and then the low pass filter slowly rolls off high frequencies up until 7000m. Problem: sounds at 500m are very muffled in real life, so you want the in game low pass filter to start much earlier. For IFA3 I use an inner range of 20m so the effect starts early, but it's smooth. The range of 7000 makes no sense in arma3 because it's a distance value that is just not commonly used in the game. I will write something up on the topic of choosing "right distances" for audio in the 101 thread. Basically - most arma3 sounds have a maximum range of 1800-2000, roughly. So they are silent before the filter is even half way closed. So by using this mod everything will sound unfiltered pretty much. One could argue that if you just use "sounds recorded at distance it's fine" but no, a low pass filter smoothly rolling off high frequencies as the distance to the sound increases adds a lot to the realness of the soundscape. So yeah - TLDR - this mod basically removes the low pass filter in order to let the mod creator's sounds shine through wile at the same time totally changing the whole soundscape (which was designed like that for a reason - arma3's distances ARE short) for BI and all other modders, since this mod changes the soundGlobals configuration. The audio lead and me talked about whether we should open these things up to the community and while on one hand modding is great - on the other hand it allows people to break things when they do something they don't really understand but "it kind of works for my sound so I'll do it".
  13. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    Welcome bro! :) wss contains only PCM data. No WAV headers or anything. The wss data is the same as the source (unless you set specific parameters to change the sampling rate) - usually nowadays 16bit 44.1khz stereo wav. I'm stoned and tired, gonna try to reply to chammy when I get some more time. Fucking busy with uni and party at the moment. Which I really enjoy tbh. :D
  14. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    1. Yep, no loops for shaders yet. 2. Yep, samples. 3. Yep, sample numbers. 4. I never had that. What converter did you use? I never have any issues with Mikero's DeWss (at this point I think it's not free anymore but the few bucks for the years of free use are okay). 5. No idea what is going on there. I would compare a working BI confing with yours. I have been away from arma for weeks, summer break, and have not had to use loops but when I played with them months ago it worked. I think there is some soundContinuous parameter or something. Again - hard to toubleshoot at distance.
  15. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    Look for "all in one config" , you will get a huge text file where everything is defined for everything. There you can find all sound shaders.
  16. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    Nope. :( sounds_f.pbo config.cpp
  17. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    Sounds like tools are missing. You sure you have all needed A3 tools and Mikero's tools? Sometimes you have to re-install A3 tools. "Check integrity of local data" and run the tools, then try again.
  18. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    Sorry guys, currently on rave after rave after rave, away from PC a lot, it's ok tho, it's summer. Will help as far as I can when I get home for more than a few hours. :) Real quick: @scheintot - can't look at your config / test right now, dev branch -> try stable branch Also often "no tail being played" = tail being played at quiet volume. Check the sound controller values with the mission stuff I posted on the last page or so. @chammy - that config header is not important at all for us sound guys. However in your requiredAddons you have to put the cfgConfig "name" of the addon where the you find the weapons YOUR MOD is overriding, so that YOUR MOD can override THAT ADDON basically. It's basic stuff since A2 - if you want to override something, put the addon cfgPatches name into your "requiredAddons". I'm off! :D Give me mushrooms, I'm a technomancer! (Voov 2016 was epic)
  19. megagoth1702

    Audio Tweaking (dev branch)

    https://youtu.be/CZ2HSlKobCQ ? Dev branch but there was no audio update in DEV branch yet.
  20. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    No. Assigning custom filters is only available for weapons at the moment. And I personally would never change the global low pass filter settings and live with the restriction until soundsets are available for vehicles.
  21. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    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. This is possible with any factor. You should check BI configs, they use it all the time, for their Vehicle Idle sounds for example, which fade out as a certain RPM comes in. These are just the sounds. What matters more is the configuration... Did you change any of it?
  22. megagoth1702

    Audio Tweaking (dev branch)

    Noone said anything about "the same REV". REV will not be used in ArmA. Read carefully & choose your words wisely. Misunderstandings will happen. What I wrote was that Dusa would like to do something like REV, which bases on granular synthesis. The technology of granular synthesis has been around for a long time. Now people have gotten ideas to use it for video games by feeding granular synths engine loops/revUp/revDown sounds. Not only REV & GTA 5 and othe games can do this, anyone can do this. It's just a whole bunch of work developing a system like this. Some info can be heard here, go to "granular pipeline" (if you want more info, listen to all vehicle points of the talk) http://www.gdcvault.com/play/1020587/The-Sound-of-Grand-Theft Anyway. No REV for ArmA. :)
  23. megagoth1702

    Co-op Campaign: APEX PROTOCOL

    Love the campaign. It's accessible but hell yeah thats good for arma sales -> more money -> more features -> better game. :) It's all good guys, imho it was a good decision. I played the campaign tonight and it was fun as fuck. In some cases I could not spawn on a team mate because it said "unit was killed", although he was moving around and was alive. Maybe some more checks "if unit is alive" to make this system more stable? It seemed to occur in heavy fight situations / when people often respawned. Especially in the last part of the last mission it was nearly impossible to spawn on a team mate. Also, my friend respawned on a rooftop in the last mission. Not cool. :) He is afraid of heights. http://i.imgur.com/71WTU4Y.jpg Last mission. Newly spawned player is named "Soldier". http://i.imgur.com/ByOKgrq.jpg
  24. megagoth1702

    Audio Tweaking (dev branch)

    Yeah ofc, I can share plans, but not whether or not they will be realized. :) Only time will tell. -soundSet technology for vehicles -> assigning custom filters, volume curves, multiple samples (depending on distance) -Dusa is already changing the configurations of vehicles to make the sounds better (the 4wd jeep of Tanoa for example) -there is an idea for a totally new vehicle sound system, something in the lines of this, but as you can probably guess it will be fkn hard to code (because 3rd party stuff will not be used) and take even more time. :)
  25. megagoth1702

    Audio Tweaking (dev branch)

    Mate your problem is not parameters, its the wrong, old version of the game. At least that's what was visible in the video. Switch to dev branch!
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