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megagoth1702

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Posts posted by megagoth1702


  1. Long time no update guys, but new years eve parties never stopped really, hahaha.

    I've touched the Zafir and recorded a video showcasing all the sounds done so far.

    50cal needs a re-work, absolutely. And after that I'll keep doing my to-do list. Been playing BF4 a lot lately, love the fly-by sounds of big shells/rounds. Probably what I will do after all the handheld rifles are done.


  2. Hey, so I got a SBZ card installed finally.

    While the positional sound is working just fine regarding XY coordinates, there is no Z taken into account, nor head tilt. So when I look dead on at something, it makes the same sound as if I'm looking straight at the ground.

    Thought I was supposed to hear some tonal shift or whatever.

    This was only really used back in the soundBlaster days. There used to be a direct interface between the game sound engine and sound card. Not these days. There is no way for the sound card's processor to know where the sound sources are located. You're happy when you get a properly mixed 5.1 audio stream. Gotta live with it I guess.


  3. Those GAU impact sounds sound spot on, LAxemann. Nice job. :)

    And great example of HDR usage megagoth1702. Very promising for the future of HDR sound in Arma.

    It's not really HDR sound. It's just hacking around the configs to force the limiter to work in a certain and rather desctructive way.

    One day I hope somebody will hookup a DSP library via CallExtension so we can have dynamic range mapping and attenuation for range and terrain all built on single samples but with the work offloaded to a CPU core ArmA never uses.

    Wut? How is this possible? I never heard anything about being able to do sound outside arma itself!


  4. EDIT: Holy shit, I misunderstood! You say there are no sonic cracks BESIDES the bulletCore ones?

    Hidden my embarassing post. :p

    Pickle, it's very well possible to have different cracks for different ammo. Here is my SonicCracks.cfg:

    class cfgAmmo
    {
    class BulletCore;
    class BulletBase: BulletCore
    {
    	supersonicCrackNear[] = {"MegasSound\Addons\Mega_SonicCracks\65Close",0.38,1,40};//0.35481337
    	supersonicCrackFar[] = {"MegasSound\Addons\Mega_SonicCracks\65Far",0.5,1,150};//0.2818383
    };
    class B_556x45_Ball: BulletBase
    {
    	supersonicCrackNear[] = {"MegasSound\Addons\Mega_SonicCracks\556Close",0.38,1,40};//0.35481337
    	supersonicCrackFar[] = {"MegasSound\Addons\Mega_SonicCracks\556Far",0.5,1,150};//0.2818383
    };
    class B_56x15_dual: BulletBase
    {
    	supersonicCrackNear[] = {"MegasSound\Addons\Mega_SonicCracks\556Close",0.38,1,40};//0.35481337
    	supersonicCrackFar[] = {"MegasSound\Addons\Mega_SonicCracks\556Far",0.5,1,150};//0.2818383
    };
    class B_65x39_Caseless: BulletBase
    {
    	supersonicCrackNear[] = {"MegasSound\Addons\Mega_SonicCracks\65Close",0.38,1,40};//0.35481337
    	supersonicCrackFar[] = {"MegasSound\Addons\Mega_SonicCracks\65Far",0.5,1,150};//0.2818383
    };
    class B_762x51_Ball: BulletBase
    {
    	supersonicCrackNear[] = {"MegasSound\Addons\Mega_SonicCracks\762Close",0.38,1,40};//0.35481337
    	supersonicCrackFar[] = {"MegasSound\Addons\Mega_SonicCracks\762Far",0.5,1,150};//0.2818383
    };
    

    But hold on - fly sounds? You can actually have FLY sounds? So I could have a bullet play the rickRoll tune while it flys by me and IN ADDITION to that there will be a sonic crack?

    So the FLY sounds actually WORK? I never touched them because, as Kji said, a lot is broken in the configs and I only use what I know works. :D

    ;2846013']Sound definitions from BI always have been a mess. Faulty definitions in the different root cfgs or definitions forgotten..

    I had done an extensive review for A2CO and published the findings in the CIT' date=' but of course these were ignored. :)[/quote']

    Link to CIT?


  5. The limiter is always active. ALWAYS. When volume of played samples goes over 0dB it limits. So all I did was a simple, stupid hack. Volume value is set to 70 instead of 1. ;) So according to this nice website:

    http://www.redwirez.com/pcalc.jsp

    It' supposed to be played about 16dB louder than the normal sample. Which means the limiter kicks in and turns everythng down. BUT since we don't have access to the limiter itself, we can not change "attack" and "release" values, which results in crackling sound, as you can hear. It's ugly and I don't think I'll ever use it for real. :p There are so many good games out there without any limiters that still sound great which is why I will stay away from it. :p


  6. no no that sounds really good !!!

    Impacts on the ground are spot on... is it capturing the 4000 Rpm though ? Looks not ?

    Not really doable. The impacts are not one for each round but rather quick "burst of impacts" sounds, listen carefully, you hear a single "crkkk" here and there after the main burst. These are single ricochets that hit the ground some time later. In arma it's not possible/not practical to have 70 little explosions happen per second and still expect it to sound good. I did something similiar back in the days for DCS: A-10 in 2011.


  7. Your sound mod got me thinking - I like the whole idea of sounds that are supposed to be quiet are quiet and sounds that are supposed to be loud are loud, rather than all sounds being a similar volume (due to compression).

    So, out of interest, I jumped into Arma and recorded two sounds - some MX gunshots (from the shooter's PoV), and a grenade explosion (1 foot away from the listener). Here's the waveform:

    http://i.gyazo.com/45d538b4316402a660223ea99c71b1af.png

    The MX gunshots are on the left, the grenade blast is the one on the far right.

    For reference (from real life decibel measurements) a grenade blast is around 60dB louder than a gunshot. Yet, in the waveform from Arma, the grenade is about the same volume of the MX. Now, I know it's a game and we can't replicate realistic decibel ranges, but shouldn't the grenade be much louder than the MX? I recorded some other sounds (e.g. 40mm cannon vs MX gunshots) and although there was some difference in volume, it really wasn't alot.

    Anyway, I just wanted to post this to hear what your thoughts were on this and why this might be the case in Arma.

    If I might say something too. :)

    As laxemann said - if he reduced MX volume so that grenade volume would be louder, people would complain "why are footsteps as loud as my weapon"? Do you have ANY idea how much 60 dB actually is? Here, I produced a little track for you. :) Listen to it so that the gunfire sounds comfortable. Or try to, I don't think your sound card will have enough juice. Gun sounds are at -60 dB, grenade sound is at 0dB. WATCH YOUR EARS, it will blow them away. I also included some more examples to show you what the difference in volume is for 24dB, 6dB and 0dB. Note on 0dB how there is barely any more "energy" in the grenade explosion. Difficult decisions that we sound guys have to deal with here. ;)

    http://www.mediafire.com/download/91844c5h5572o9d/loudnessExamples.zip

    In video games you have to work with a very limited dynaimic range. On a side note - a very good blog post by the DICE audio masters:

    http://blogs.battlefield.com/2010/01/an_audiophile_s_guide_to_bf_bc2_full/

    They briefly touch on the volume thing - but basically you don't need to have a real-life dynamic range in games just for good sound.

    Thanks for the video :)

    This is why BI need to add real-time limiters to mimic a higher dynamic range by adjusting the amplitude of sounds relative to other sounds that are being played at the same time.

    For example, momentarily reducing the amplitude of machinegun fire when a grenade goes off (I think this is called 'ducking' or 'sidechaining' which you're probably already familiar with). This makes the perceived grenade blast sound louder in comparison to the rest of the sounds (even though all sounds still peak at 0dB).

    Games like Battlefield: Bad Company used to do this really well. An RPG blast would sound loud simply by forcing all other sounds to get quieter (momentarily).

    If you're interested, I found a slideshow on how HDR was used in Bad Company:

    http://www.slideshare.net/aclerwall/how-high-dynamic-range-audio-makes-battlefield-bad-company-go-boom-1292018

    Here's a video (used in that slideshow) that demonstrates this technique:

    Notice how the volume of the radio is greatly reduced (almost muted) when the HE goes off, and then is gradually brought back in? If only we had something like this in Arma. BI, please implement a similar system :P

    Right, I'm rambling. LAxemann, keep making gun sounds for us :P

    ArmA 3 already has a limiter. It does not work as you describe though. Ducking is not possible in ArmA 3.

    All the arma3 limiter does is - reduce the volume of a the audio mix so it's played back at 0. It simply cuts the volume for a tiny tiny fraction of a second, you don't even notice it really. That's it. There is no way for dynamic volume changes in arma3. Arma's sound engine has always been very basic compared to the rest of the game.


  8. Huh, haven't checked this thread in days.

    Thanks for the feedback guys.

    I do not intend to work with JSRS at any time/make my stuff compatible or whatever. His stuff and my stuff will never mix nicely because of the completely different approches we both take. Each one deserves it's place and I am making one for myself.

    LAxeman ahs already PM'd me with some awesome scripting stuff. There are some problems right now but if we can get it to work - awesome.

    @50cal - yup, I agree that when compared to the rest of the rifles it does not have the special 50cal BOOM sensation. That is because all samples are at max volume right now to "fit in" into the already too loud arma3 environments. I even raised the volume in the configs but it does not help with the initial BANG, because arma3 limiter. It's okay though. The only way to mix stuff now is by making everything else QUIETER in the configs, which is what I intend to do in the long run.

    @sharing WIP mods. Sure, I can do that. I will not keep the shared archive up to date all the time though, only when I add in stuff that I am happy with. While I am working on that "mechanical feel" for the rest of the guns - some more, older experiments.

    shijERrsaWY

    ---------- Post added at 05:52 PM ---------- Previous post was at 04:29 PM ----------

    Katiba & MK20 mechanics.

    mX6Uj1PojVM

    TRG Mechanics

    XtCSG5ATFyQ

    ---------- Post added at 06:08 PM ---------- Previous post was at 05:52 PM ----------

    Today's version of MegasSound:

    Download


  9. Question:

    Is it possible to have multiple samples assigned to "bulletCrackNear" for a SINGLE type of ammo?

    Like this:

    crackNear1[] = {"MegasSound\Addons\Mega_SonicCracks\1",0.7943282,1,40};

    crackNear2[] = {"MegasSound\Addons\Mega_SonicCracks\1",0.7943282,1,40};

    crackNear3[] = {"MegasSound\Addons\Mega_SonicCracks\1",0.7943282,1,40};

    supersonicCrackNear[] = {"crackNear1",0.33,"crackNear2",0.33,"crackNear3",0.33};


  10. Okay, thanks for the help guys...  ;) 

    The folks at stackoverflow helped me out.

    for %%i in (%*) do "PathToYourTools" -parameter -moreParameter %%i

    Example:
    for %%i in (%*) do "D:\Spiele\Steam\SteamApps\common\Arma 3 Tools\Audio\WAVToWSS.exe" %%i


    Awesome. You need a text file, paste the code into it, rename it to "cmd" or "bat". Now create a shortcut to this file. Now, in explorer at the adress bar type in "sendto" and put your shortcut there. Now you have a new entry in the "Send to" menu, which will trigger the bat. Awesome!

    If I select multiple files, it converts ALL of them. If I select a folder, it converts all the feasible files in the folder. Sweet!

    EDIT:

    If you want the files DELETED after they are encoded, use this:

    for %%i in (%*) do (
    echo %%i
    "D:\Spiele\Steam\SteamApps\common\Arma 3 Tools\Audio\WAVToWSS.exe" %%i
    DEL %%i
    )
    REM %%i is not valid anymore here
    • Like 3

  11. Thanks for the reply doosh.

    That dynamic reverb thing would be great, sure. And sure, different tails would be nice. But given how BASIC the arma3 sound environment is at the moment a simple "close/distant" crossfade would be lovely. :) But of course, if you are suggesting that you guys are indeed working on some kind of dynamic tail solution I am all up for it!

    What about OGG vs WAV and WSS?

    Thanks.


  12. Hello guys,

    I want to be able to do this:

    I need to encode WAV files to WSS. Currently I use Mikero's DeWss GUI to do this one by one, there must be a more efficient way! I did write a batch script once but it is always local to the folder I specify in the script. When I select multiple files and use the "send to menu" to WAVtoWSS it only encodes ONE file, not the many that I selected. I want to have something that:

    -encodes the files sent to it

    -looks for wav files in the folder I send it and encodes them into the same folder (usual behaviour for these tools).

    Unfortunately I have no idea how to write batch scripts, the one I wrote was a hit & miss mostly until suddenly it worked.

    So yeah, can you guys help me out here?

    Thanks!


  13. That's the point, the limiter still allows samples to clip (= get distorted).

    Yep, even when they do not exceed maximum volume.

    Question:

    1. Is it possible to set the volume value in the config in dB? If the engine converts into dB anyway, why not be able to set it in the config? Kind of like this:

    begin1[] = {"x\addons\stuff\gun",-3dB,1,2000};

    2.

    Could we get a way please to set GLOBAL VOLUME levels for different sound categories? Like envorinment, vehicles, weapons, ammo?

    Kind of like this:

    cfgAmmo { globalVolumeFactor = 0.7079; };

    Will multiply all volumes defined in cfgAmmo with 0.7079, giving modders (and the delevopers) the possibility to do rough volume balancing without having to go through every single config.

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