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megagoth1702

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Everything posted by megagoth1702

  1. megagoth1702

    Audio Tweaking (dev branch)

    Ah, okay. The POP in the annotation video is DC offset. It's caused by an old wav->wss converter by bohemia. They will change/fix it soon probably. :)
  2. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    Lol. Me and Dusa. Dusa provides the information, I spread it around.
  3. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    Slow and steady guys. There is lot going on IRL but I will try my best and slowly fill this site with information. Feel free to ask questions. https://community.bistudio.com/wiki/Sound
  4. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    Wiki page will be filled soon with parameters of new config system explained.
  5. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    Yep, like this. Only that the 180° does not "stop" where it stops in your picture, it goes on forever. I would test it to be 100% sure where the inner and outer cones "meet" with some debug sounds (pink noise/a sine wave) but I dont have the time right now. Some important school related real life things are eating away at my day, today from 0900 until 1800. Not sure about the gmeterZ. I'll ask around, also you can create a package of "debug sounds" and make them play in regions of 1 and test around. So that gmeterZ 0 is one sound, 1 is another, 2 is another, -1 is another etc.
  6. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    Start paint and draw. :) I believe the cone vector is attached to a specific part of the 3D vehicle model. I believe in arma they only exist on helicopters and they face DOWN. The only parameters we can change is the cone's "shape". So for the above values it's like this. I guess the sound linked there is the rotor sound. So imagine you are inside the 180° area (which is basically anywhere BELOW the chopper if it's hovering perfectly horizontal) the rotor sound amplitude will be doubled (that*s the 2 there). Then if you as a listener move towards the outer cone, the volume will decrease and anywhere outside the cone (to a minimum of 0.5 of the original value in config). Makes sense?
  7. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    It's a bug/hack. Instead of sending "play YOUR reload sound" the game sends "play SOUND X". Going to be fixed soon.
  8. megagoth1702

    Audio Tweaking (dev branch)

    It is. Just look at the RPM values jumping around and - 15 forward gears? Jesus. But it's nothing the audio team can do anything about right now. :(
  9. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    BTW look what I found in weapons.pbo -> config.cpp. Click. Gotta head out, will look at your other post later. :)
  10. megagoth1702

    File Patching

    Thanks. This returns "true" on my system, finally a sign of confirmation. Still wondering why arma does not eat my unpacked and totally broken (on purpose) config. :( My pboPrefix (created by Mikero's PboProject) is MegasSound\addons\Mega_MX and my unpacked data is in arma3\MegasSound\Addons\Mega_MX\config.cpp.
  11. megagoth1702

    File Patching

    In current DEV-Branch I can not get -filePatching to work in order to load my edited config data. Also the script command "filePatching" is not working and is not included in the arma3 script command list. This should work according to the SITREP here. Screenshot of the important part. Soooo. What's up with that? :-/
  12. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    Yes. Problem though - "fly by" sound like this will not work from within the config, because as long as the parameters are met, the sound will be played in a loop, if I recall corrrectly. It will make no sense. :( So you are stuck with adding loop sounds. But it can sound great, like current sound mods show. What sounds do you want to add, describe how you imagine them to work within the game.
  13. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    Just add lines to the already existing ones! Like you said! class YourSound { sound[] = {"yourSound.wss", 1,1,1200}; frequency = "your custom parameters"; volume = "your custom parameters"; }; For example you can add a sound that is only played with extreme high speeds on planes or high Gs.
  14. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    Damn, sneaky flare launcher! I'll have a look when I get home. Yeah you are able to add sounds to the game. It's easy for vehicles. :)
  15. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    Whops, no, sorry mate, we posted at the same time. :) Can not help you with the locked on tone since I am not at home but the flare thing should be easy. I'd recommend searching all "major" config.cpps for "flare". I'd think it's a weapon class. Also, google it. I found this, first link. There is a flare launcher in there. I suggest looking in the weapon related pbos and looking for that "CMFlareLauncher". :) I hope this helps.
  16. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    Some info about the current state of the "interior" controller used for weapon tails.
  17. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    Ah, if decoding is the issue - check this video and grab the Mikero's tools package. Mikero's DeWss works 100%, you can also use it to convert multiple files (or whole folders) at once!
  18. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    I don't get it. Are you able to extract the files? If no, check my videos on the first page. You will end up with WAV files that you can edit easily. They will not be high speed/pitch. What is "normalize" in your case? I find it hard to understand what your problem is.
  19. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    It's not really the sound engine that is at fault here, it's the physics simulation. And every sound engine out there relies on some kind of data in order to play sounds the way you want, mostly physics engine data. Currently thrust, speed, distance and gmeter are your best bets.
  20. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    Thank you for your info mate.How did you test this? Arma3diag.exe?
  21. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    To be honest a small fade in & fade out in the file itself is a very dirty hack and there are better ways to do it, which is what I want to try and demonstrate on your file in a video. So send it my way anyway. ;) You might learn a thing or two. Sounds like some weird doppler effect bug in the audio engine to be honest. Note how when the plane is passing you it sounds like there are little "steps" in the sound. I guess the audio engine can't handle quick pitch changes well or something. It also could be some noise in your file that only becomes prominent when played back at a slower speed. Not sure really. Try disabling one of the DistantPlaneOuts and find out if it's one of the two. Also a volume value of 12 is overkill. That's a 1200%, so a 21dB boost. This is totally going to destroy the soundscape if there are multiple things going on. Your sound will dominate and also fight against the limiter (which is used on anything above the value of 1 (100% = 0dBFS, loudest volume without clipping). I know sometimes you want things to be loud but I'd never go higher than 3, which already is +9.5dBFS. Well if you don't want speed or RPM in there, take it out of the equation. I am not sure if this would work but it makes sense to me. class DistantPlaneOut1 { sound[] = {"RL_Buzzard\sounds\ext\Ext_Distance6", 12, 1, 3000}; frequency = "1"; volume = "engineOn*camPos"; }; BUT you actually really want "speed" in there because if you do it how I just showed the sound will ALWAYS play as long as the camera is close enough and the engine is on. So it will be on 100% when the player enters the plane. So I think speed is a must there. I dont think it has anything with the volume parameter anyway, sounds like a frequency/audio engine/audio file problem. About the cone: I asked this in my Q&A in April (check link in signature) and this was the response: 30. How exactly does „cone“ for helos work? What do these numbers mean? cone[] = {3.14, 3.92, 2.0, 0.5}; {inside cone, outside cone, inside volume, volume outside}, angles are in radians, the base vector of the cone should be heading up in the space of the vehicle. More information can be found here: https://msdn.microsoft.com/en-us/library/windows/desktop/ee418803%28v=vs.85%29.aspx I think it only really works for helicopters right now, since the cone is always facing up/down. Free positioning of cones should be possible in the new audio engine. Anyway, gotta go!
  22. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    Holy shit. So many questions. Unfortunately I don't have much time during the week, it's hard to keep up. Happy that Jarhead is here. :) Assuming you have created your P: drive (and using Mikeros pboProject) you should have following folder structure on your P drive: YourMod\Addons\yourActualMod_forExample_Heli\config.cpp and subfolders etc. min" picks the lower of the two values. So 3 min 2, result will be 2. So frequency is always 1 or if rpm+0.5 falls below 1 the lower value will be used. Speaking of min, one can not not mention max. It's like min, but it picks the bigger of the two. Please mate, use code boxes when pasting code. :)
  23. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    I am not at home right now and can't look at Bohemia's configs but I'll try to help out. randSamp0[] = {"australia\data\sounds\magpie",0.1,12,100,0.1,10,25,40}; I'll try to figure out all of them later, I am confused about the 12 (seems rather high for a pitch value) and the 0.1 after the 100. Did you take these values from original Bohemia configs? I'll comment on the last three values: 10,25,40 If you only use that sound for an environmental sound it will be repeated. The numbers are seconds and it means when the game wants to repeat the sound it picks a value between 10 and 40 second. Which value is chosen is random but the closer the values come to 25 the higher is their chance of being picked, 25 has the highest chance of being picked. So the sound will be repeated most probably after 25 seconds, maximum after 40 seconds, minimum after 10 seconds. So it's about probabilities. Does that make sense? This is nice because the sound will be repeated, but not after X seconds every time, which can become annoying. I am not sure why in your case it only picks the first sound. This one? sound[] = {"australia\data\sounds\kookabura",0.18511887,1}; AFAIK as long as you stick closely to what Bohemia is doing you should be fine.
  24. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    I feel like this is the most complicated topic to try and explain in an easy to understand way. Gonna take a while. Still, why not post your RPT?
  25. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    Do you have a basic understanding of the classes system in Arma? Post your RPT into a code box here mate.
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