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megagoth1702

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Everything posted by megagoth1702

  1. megagoth1702

    Audio Tweaking (dev branch)

    Unable to reproduce. Send a screenshot of your audio settings. Also consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  2. megagoth1702

    JSRS4 - APEX 1.2

    So the "newest configs" are in the currently downloadable version of JSRS?
  3. megagoth1702

    Audio Tweaking (dev branch)

    I talked to the audio guys today, they are 120% busy with Tanoa right now (audio lead spent 13hrs in office on saturday, but the environment sounds epic) but the issue of the "sounds management" system is aknowledged and will be tackled once there is time. :ph34r:
  4. megagoth1702

    JSRS4 - APEX 1.2

    Jarhead, can I look at an example config of one of your weapons that does not work? Maybe I can spot a thing.
  5. megagoth1702

    AI - suppress command

    I was leading a 4-man blufor FT. I ordered them to supress something 400m away, none opened fire, although 1-2 of them got into position (went prone, looked at location). Once I spawned enemies there, the AI suppressed when I gave the command. So yeah, position seems buggy, target works.
  6. megagoth1702

    Audio Tweaking (dev branch)

    Thanks for the reports guys, I see this is a high priority thing but I still need a repro mission. The (tiny, overburdened) audio team is working 110% on Tanoa content & sound features, it is very hard to get them to do anything else. The only thing that works is a showcase. "Here, press play, hear that? Please fix, thx." I have created many, many, many for them for issues that I have found myself. So please, help me help them help you. :) Get me a repro mission and I will do my best to get it to the guys.
  7. megagoth1702

    Audio Tweaking (dev branch)

    Okay, thanks for the info. I don't think anything has changed in relation to max sounds played at the same time but if you run into the issue again, a playable showcase would be really, really appreciated mate. Thanks!
  8. megagoth1702

    Audio Tweaking (dev branch)

    Can you please create a simple scenario in the editor and share it so that I can just "press play"? I still haven't seen this but I don't have time to actually PLAY arma... :( I would really appreciate it and if your mission is not over the top (100 MG guys supressing 1 guy :D )and reliably shows the issue I will annoy the **** ouf BI's sound guys to get a fix for this problem.
  9. megagoth1702

    Make Ai to fire

    Try this mission. Look at the init fields of the units and the waypoint of the target. Easiest in-editor way to do this IMHO. http://www.mediafire.com/download/t567mm9yc4g50dy/aiShootingIndoor.Stratis.7z
  10. megagoth1702

    Audio Tweaking (dev branch)

    http://i.imgur.com/QxQM8BJ.jpg New processors for the upcoming Tanoa. I guess we will have very nice positional sounds on trees, plants, roofs (maybe for rain) etc.
  11. megagoth1702

    Audio Tweaking (dev branch)

    Thanks guys. Confirmed and reported.
  12. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    Well that's because the SoundSet volumeCurve is the one defining the final amplitude of the sounds within a soundSet. Why do you want the sounds to keep their volume? It would create an abrupt stop in sound at their maximum distance. Like a 0 or 1 situation. You walk 1 meter and you hear a sound, you walk another one away and you don't hear it at all. That is not desirable. is it? I guess you are still using Bohemia's volume curves. I actually put them all into a document and visualized them, which helps really understand that most sounds have lost MOST of their amplitude after 50% of distance. If it helps check this video, watch in fullscreen and you'll be able to see the curves with their names. I suggest either using a different curve or extending the sound distance. https://www.youtube.com/watch?v=5-4in8tqFC0 The only solution for using different volumeCurves & distanceFilters for different sounds is using a different soundSet with a different volumeCurve and assign that Set to your asset but keep in mind that every SoundSet is one voice in the audio system and if you want to keep your sounds performance smooth & sexy you want to keep soundSet amount at a minimum. I would not go beyond 3 soundSets per weapon. I personally only use two, like Bohemia. Also I am against using values higher than 1 in rangeCurve if the same effect can be achieved by using the system properly. If proper use however does not get the result, feel free haha. :D
  13. megagoth1702

    Audio Tweaking (dev branch)

    No. It's new configuration entries.
  14. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    I need to look at your config. :)
  15. megagoth1702

    Audio Tweaking (dev branch)

    On DEV branch I was able to reproduce muffled explosions inside. This is weird but I am not sure this can be solved soon because of how the system works that decides whether you are inside a building or not. Was not able to reproduce this with the dialogue and glass shattering. Could use help with that.
  16. megagoth1702

    Audio Tweaking (dev branch)

    I didn't want to revive this thread but - it's Dusa's birthday today! Hurray! :) They are working hard on environmental sounds for Tanoa right now (including recording "rain elements" inside a studio because there were too many birds outside :lol: ). We will have some sweet jungle feel when it releases. :) Oh, that needs to be reported. Can you provide a small test scenario mission in case I won't be able to reproduce this on my own. I have not really worked with arma for a few months, I am not good with EDEN editor... :ph34r:
  17. megagoth1702

    Audio Tweaking (dev branch)

    Nah,this should be fixed in the engine. An example mod that makes testing this very easy (music in right, something else on left channel for example) would help speed up the process.
  18. megagoth1702

    Audio Tweaking (dev branch)

    Bottom of first post. https://forums.bistudio.com/topic/187202-arma-3-sound-modding-101/
  19. megagoth1702

    FMOD in ARMA 3

    +1. All sound engines like FMOD/WWISE/Arma3's sound engine (old and new) works with "game events" to trigger sound sequences. For example such a game event is "player gun has been fired". In arma this event is linked to FPS though, which is why your ROF is faster (and you hear a faster cycling rate) when you look at the ocean compared to the city behind you. This is why the RoF is changing so much, it has nothing to do with the sound engine. An alternative approach is tracking mouse events like "LMB has been pressed" and "LMB released" to start/stop playing loops. We already have this for some miniguns in arma. But the problem here is - if your loop sound has a RoF of 600 and you shoot and stop shooting after HEARING 5 shots it is no guarantee that the gun actually fired 5 shots because of the mentioned FPS issue. All you did was press the LMB and hold it until you heard 5 shots. Some might think it's okay because the illusion is great and it works, but for a simulation this is a bad approach for most weapons.
  20. megagoth1702

    Sound update ruined this game...

    Man, I am just too nice. ;) We get that. Listen man, you seem to care, you just need to figure out a way to communicate your thoughts properly. You post links to Wikipedia articles as proof that FMOD has been integrated as a primary sound-effects system into the following game engines? Yet when I type "fmod" into my browser "search in page" field I can not find FMOD anywhere. So if you're posting links, make sure they contain proof for the message you're communicating. Again, you seem to care. But let's work together here, eh? I still need a mission to reproduce the case of "missing sounds in the middle of a firefight". If you would help me get a mission that triggers the issue 100% I'd be very happy.
  21. megagoth1702

    Sound update ruined this game...

    Awesome nerd shit right there man! We need to get in contact, I like your style! Add me on skype! I am actually working closely with the audio guys and they told me it's not running in the main thread. Oh well.
  22. megagoth1702

    Sound update ruined this game...

    OK I'm done with this guy. You ask him to do something simple (provide proof for his claims about what I said) and he goes on to ramble about other things using words like "quality" and "special effects" without explaining at all what the hell he means. Seriously bratwurste, I already have suggested giving you a warning by mods but the only thing keeping you afloat is that your bullshit posts don't break forum rules. Damn man. Never happy this dude. You really must be fun at parties.
  23. megagoth1702

    Sound update ruined this game...

    Nope. Since the new engine is "new", it is separate from the main game core and runs in its own thread. No problems there.
  24. megagoth1702

    Sound update ruined this game...

    Please provide me with a quote writing something in the line of "XAudio2 is better than anything else". Jesus man. I am not a sound developer, just a well informed individual open to discussion and learning new things, if they are backed up by data. Also, thanks to Laxeman I don't have to show to you that it's not XAudio's fault the interior sound is played over too long distance, it's the developer's fault because they did not configure the sound right. Which again proves - it's the user's fault, not the software's. What I do really agree on though is that the sounds cutting out/missing is a very serious issue and I would LOVE, really love and I mean it, if we could work together on putting together a scenario in the mission editor that troggers the issue every time so that the DEVs can debug the stuff. What I can tell you though is that although our average PC is able to handle 2000 arma3 sounds without issues (Bohemia's audio guys did a test of that, around 2000 is what they tested), they had to put some strict limits on the maximum number of sounds being played because some people play arma on a toaster and they have to make sure the performance is good. There is also a very smart algorithm in place to select what sounds to kill. But due to configuration issues (especially the volume multiplier for SoundSets being set incorrectly) we had guntails drowing out gunshots. So please mate, help me so that I can help BIs so that they can help us all. :) I dont see any reasons. I provided facts and links and everything. So can you. Although your sentence does not really say anything, (you just claim that you can create some long list) I actually would actually like to read that list and check out the examples. But only if you do it properly, with good explanations, simple to understand examples and a conclusion. Do it man. :)
  25. Bullshit man, XAudio2 is bad, your mod would sound so much better on a REAL SOUND ENGINE like FMOD. ... ....... Trolling. Epic sounds as usual dude. Props my brother. :P
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