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About laxemann

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    Master Gunnery Sergeant

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    Everything audio. :)

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    Sound Designer @ Bohemia Interactive
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  1. laxemann


    Looks super neat and I can't wait to hear what it sounds like! ๐Ÿ™‚ Though I gotta/wanna clarify that I barely worked on the documentation, it was largely done by our great audio programmers themselves as well as @reyhard and @Lou Montana ๐Ÿ™‚
  2. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Glad to hear! ๐Ÿ™‚ Btw, extreme values like 4 or even 5 really shouldn't be necessary and do more harm than good to a sound. There is a clearly defined limit of how "loud" digital audio can be. If your sample is already close to that border (most are), putting a value of 5 will have the game trying to play it back at 500% volume, just crushing it into the limiter and distorting the sound. If you want you sound to stay louder for longer, rather choose a different volume attenuation curve (you can create your own). Also, another little heads-up: The "vFar" shader's rangeCurve doesn't (or better shouldn't) end with 0, but 1. This is because the SoundSet's volume attenuation curve will be applied over the whole "range" of soundShaders, by putting the last shader's volume to 0, you're basically "doubling" the attenuation for it. ๐Ÿ™‚
  3. LAxemann's Environment Ducking Hello everyone, a small little thing from me. ๐Ÿ™‚ Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2812569803 Whot does it do? Using a very old audio system, Arma 3 has no means of making sure that environment sounds don't overpower shooting. Until now! The mod "simply" reduces the volume of ambience sounds when shooting depending on weapon size and distance to the shooter. This gives the shooting sounds room to shine and results in a cleaner mix. Noteworthy things: The mod can be configured and enabled/disabled via the CBA settings menu The mod should support all vanilla and most mod weapons that inherit from vanilla classes. If you're unsure if it's working (for your (mod) weapon), enter L_envDucking_debug = true and check if it displays debug messages when shooting. The mod works in mp and can theoretically run clientside Explosions will be added once the new event handlers make it into stable Video:
  4. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Hey dude! It's a bit tricky, as those vehicle destruction explosions are actually ammo classes that are being spawned! ๐Ÿ˜„ So, instead of checking for a sound in the vehicle config, you gotta check for the ammo class linked in. It's called "explosionEffect" in the vehicle's config. In the ammo class itself, you can simply define: SoundSetExplosion[] = {YOURCLASSES};
  5. There won't be any updates to DS2 anymore, and no DS3 is currently planned. Sorry.
  6. Ohhh so great to see this still being worked on ๐Ÿ˜„
  7. laxemann

    RR Immersive Maps by LAxemann

    A small update on my favourite escalated side project ๐Ÿ˜„
  8. laxemann

    Blind Fire

    Huh, interesting, nice job! As the model is rendered behind the player model, I assume you spawn a new weapon and fire it "remotely" by overwriting the left mouse button?
  9. laxemann

    RR Immersive Maps by LAxemann

    A "little" sneak peak into the next big update: (Optional) Unique and persistent maps! ๐Ÿ™‚ Quick explanation: There is no such thing as "unique maps" in Arma3. Having a map in your inventory just allows you to access "the map functionality". The mod previously allowed you to have other people look at your map, drop it on the ground etc. What I'm working on here is a rather expansive system that simulates each map being unique, persistently storing marker information etc. Including hand-drawn ones.
  10. laxemann

    RR Immersive Maps by LAxemann

    Update! This will be the last update before the next major release. With the next major release, I plan to make maps in Arma somewhat persistent/unique. No clue if and when this happens, though. ๐Ÿ™‚
  11. laxemann

    RR Immersive Maps by LAxemann

    Update! At long last ๐Ÿ™‚
  12. Oh, kinda didn't see it! Unfortunately, there is no way to make use of sounds for different surfaces on weapon soundShaders. Like, none.
  13. laxemann


    Dude. Nothing much more to say other than that is some masterfully, insane work you've done there. Chapeau!
  14. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Hey mate, make sure that you export the sounds as 44.1KHz, 16 bit files! ๐Ÿ™‚
  15. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Forwarded to the team, they'll be delighted to hear this! ๐Ÿ™‚ @ducphuli Nope, not really ๐Ÿ˜„