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laxemann

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Posts posted by laxemann


  1. 14 hours ago, momo12320 said:

    Update: changing to .wss from .ogg files seems to have had a very interesting effect, to say the least. It works! 

     

    Glad to hear! 🙂

    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. 🙂

    • Like 1

  2. ?imw=5000&imh=5000&ima=fit&impolicy=Lett

    LAxemann's Environment Ducking

     

    Hello everyone,

     

    a small little thing from me. 🙂

     

    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:

     

    • Like 15
    • Thanks 2

  3. 3 hours ago, momo12320 said:

    Greetings, I would like to change the sound that a certain vehicle makes when it is destroyed. I know how the sound shaders and sound sets work, but I don't know how that applies to the sounds that vehicles make when they are destroyed. I just want to know the name of the class that is overridden in order to change the audio that a vehicle makes once it is destroyed.

     

    Hey dude!

    It's a bit tricky, as those vehicle destruction explosions are actually ammo classes that are being spawned! 😄

    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};
     

    • Like 1

  4. 2 hours ago, mickeymen said:

     

    When it will be DynaSound 3? Last updated 2 years ago...

     

    PS: I like the sound of this mod, but the mod doesn't seem to affect some units.

    @laxemann Please try to create a normal sound for Offroad-AT, today the shot itself and the sound of the projectile hit has a disgusting sound, like from a children's cartoon. 

    It seems to me, this is vanilla sound, Dyna Sound 2 does not affect Offroad-AT weapon. 

    Let the shot and hit from the SPG-9 at least sound like an RPG-7

     

     

    There won't be any updates to DS2 anymore, and no DS3 is currently planned. Sorry.

    • Sad 2

  5. A "little" sneak peak into the next big update: (Optional) Unique and persistent maps! 🙂

     

     

    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.

    • Like 7
    • Thanks 1

  6. 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. 🙂

    Quote

     


    1.60 - 20220103
    Tweaked: You can no longer "take" an RR map from the ground if you already have a map slotted (To prevent loss of information, more to come)
    Added: RR_mapStuff_fnc_exportMarkers function, exports current player markers to the clipboard
    Added: RR_mapStuff_fnc_importMarkers, e.g. [this,EXPORTMARKERSRESULT] call RR_mapStuff_fnc_importMarkers. Can be used on players and RR maps in order to start the mission with markers drawn
    Added: RR_mapStuff_fnc_adaptMapTexture, e.g. [this] call RR_mapStuff_fnc_adaptMapTexture. Will (try to) match the appearance of an RR map with the map the mission is played on.

     

    1.61 - 20220103
    Added: Chinese Translation by mihuan-0! 🙂

     

    • Like 5

  7. Update! At long last 🙂



    1.50 - 20211229
    Added: Functionality of the mod can now be configured via the CBA options menu
    Added: When looking at a compass, players will now actually take out a compass. Should not impair any other functionality. (Optional, default: On)
    Fixed: Issue where maps could get stuck after exiting a vehicle. Should be fixed, let me know if not, please.
    Tweaked: Minor behind-the-scenes-codeStuff


    • Like 1
    • Thanks 1

  8. On 7/14/2021 at 5:23 PM, ducphuli said:

     

    - Nothing, I'm still researching the sound of bullet casings hitting the ground. But it seems A3 has nothing to apply that way.

    After a while of research I learned how to edit gun sounds.

    But there is one thing that confuses me:

    - Why I have applied 5 sound files to the gun but they do not make sound (I have put the correct path, I can hear it outside but in the game, there is no sound)

    I then tried replacing 5 other audio files and they worked.

    I don't know why some sounds can't be played? Have you encountered any case like this.

     

    Hey mate,

    make sure that you export the sounds as 44.1KHz, 16 bit files! 🙂

    • Like 1

  9. 10 hours ago, ducphuli said:

     

    hi @laxemann

    - I want to ask why you use "RHS_ak74_Shot_SoundSet" in config.cpp file.
    The "RHS_sd_AK74_Shot_SoundSet" is configured in another config.cpp file.
    Does this have any effect?

    - I'm also having trouble building the sound of gun shells falling in a specific area.
    The sound of bullet casings falling inside the house will be different from the sound of falling outside.

     

    
    class rhs_weap_ak74m_Base_F: Rifle_Base_F
    	{
    		class Single: Mode_SemiAuto
    		{
    			sounds[] = {"Standardsound","SilencedSound"};
    			class StandardSound
    			{
    				soundSetShot[] = {"RHS_ak74_Shot_SoundSet","RHS_rifle_small_Tail_SoundSet"};
    			};
    			class SilencedSound
    			{
    				soundSetShot[] = {"RHS_sd_AK74_Shot_SoundSet","RHS_sd_Rifle1_Tail_SoundSet"};
    			};
    		};

     

     

    Ahhh I think I know what you mean now.

    There is no deeper meaning or reason for it. I did the first (actually the second) iteration of sounds for RHS more than five years ago. A bit later, I started doing new sounds with new configurations but were not able to make everything new, so both the old and the new sounds and their pbos stayed. 🙂
    You can, of course, do everything in one file, no need to do it in two! 😄

     

    As for bullet casings:
    That's unfortunately not really possible, as the sounds for bullet casings dropping use the "old" soundsystem, meaning all you can do is to link a sound to pre-defined surfaces. There unfortunately is no defitinion for "interior" bullets.

    • Thanks 1

  10. 10 hours ago, Valken said:

    I think the ARMA 3 Engine is getting old and needs updating, without breaking existing mods! But ARMA 3's game engine will not change anymore so you need to work within the limitations if any.

     

    I just played DayZ SA, and the sound map is better. It is a newer engine after all that is evolving.

     

    It gives me hope for ARMA 4!

     

     

    Funny enough, DayZ SA audio is pretty much A3 audio 🙂

     

    @ducphuli I didn't quite get your question above, could you please specify?

    • Like 1
    • Haha 1

  11. On 7/3/2021 at 11:09 AM, ducphuli said:

    @ laxemann  Hi bro.

    After a bit of research now I know how to close the .pbo file and create a simple sound mod mod.

    I have a question:

    - I created my own class "MDV_ak74_shot_close_SoundShader" Why can Arma 3 know I overwrite the class of A74M gun in RHS without having to use the old class RHS_ak74_shot_close_SoundShader

    - I use  volume="1"; . But I see many people using extra properties that I don't know volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; What are these advanced properties and where can the documentation be read. Thanks.

     

    Hey dude, that's great, nice to hear!

    Re 1: Do you mean "how" ArmA can now which class to overwrite? If yes, you have to swap the soundSet for the weapon class that you want to apply it on. Take a look at inheritances here: https://community.bistudio.com/wiki/Class_Inheritance

    Re 2: The engine hands so called SoundControllers over to the volume calculation. It's a formula. Meadows means the volume when shooting in "meadows" (open fields). There are also, for example, "houses","forest","trees","interior".
    An example could be: volume = "(1-forest)". This sound would always play except for when the shooter is inside the forest. Because the "forest" value would become 1, making our formula volume = "1-1" (= 0 )  🙂

    • Like 1

  12. 4 hours ago, mickeymen said:

    in this case, actual shot sounds contain the reflection sounds also!  We can hear - At vanilla MX fire, the shot is clearly audible and then its reflection.

    If it all belongs to only DynaSound2 (not ES) It is very strange, because In the description, it is Enhanced Soundscape that simulates sound reflections

    What then does ES imitates?  There is only the sound of a shot and its consequences - an echo, a reflection. There is nothing more

    I am using DynaSound2 + Enhanced Soundscape.

    This somehow means that both mods do not work on other weapons mods. I have provided examples.

    I'm sorry that this is so, because DynaSound2 + Enhanced Soundscape give a very good sound for A3 player. But this sound only works for vanilla :down:

     

    Is there no way to make any weapon mod use sounds from DynaSound2 + Enhanced Soundscape?

    Why the  vanilla weapons from Contact DLC don't have sound reflections?

    Enhanced soundscape works on all mods, but there never are reflections when the weapons are suppressed.

     

    DynaSound only changes vanilla sounds.


  13. 33 minutes ago, mickeymen said:

    Hey guys, please tell me. Why does Ennhanced Soundscape only work for vanilla weapons? 

    I've read the descriptions of this mod and everyone says it should work for any weapon, even from any mod, but in real it is not so.

    For me, it works for ONLY on vanilla weapons. Even DLC Contact doesn't work!

    Here are demonstrative videos that demonstrate the problem. Any weapon other than vanilla will not have sound reflections:

     

    Vanilla weapon, has a reflection of sound
    Mod Project Infinite weapon - All in one: will not have sound reflections
    Mod NI Arms weapons: will not have sound reflections
    DLC Contact weapons: will not have sound reflections
    Mod SMA Weapons:  will not have sound reflections 

     

    The tests were done on the Virolahti map

    Could it be related to the map? Maybe I need an additional compatibility addon?

    From the first day of using this mod, I have not heard that other weapons (except vanilla) work

    What you are hearing and referring to are the actual shot samples of the weapons, not any sort of reflection ES simulates.

     

    This is especially obvious because ES is disabled for silenced weapons.


  14. On 5/15/2021 at 6:58 PM, ducphuli said:

    Hi guys, I was just introduced here by "LordJarhead". I don't know much looking forward to help.

    Can I make sound mods for AK guns from free sound library?

     

    Heya ducphuli,

    that depends on the license type of the sound library. Most libraries that are actually free (and not just ripped from somewhere) often times demand that the author/the library is credited somewhere in the work.
    So...

    1. Check what license the library uses and if you are allowed to use the library for your purpose
    2. If it says that the creator/library must be credited, ideally at least create a text file called credits within your pbo that mentions the author. If you wanna go all in and truly honor the generous author of the free library, also mention them wherever you upload the mod (e.g. steam)

    Hope that helped. 🙂

    • Like 1

  15. On 3/17/2021 at 7:44 PM, mickeymen said:

     

    [...]

     

     

    The behaviour you described is very unrealistic (even an mp5 with subsonic ammo will still be fairly audible at 50m).
    Also, I think the point that diwako was trying to make is that it's also not within the scope of the mod.

    As the name implies, it changes the AIs "Danger.fsm", meaning their combat behaviour.

    Bullet/shot detection is a different thing (within ArmA) and has nothing to do with what this mod is operating in.

    • Like 2

  16. Update

    Quote

     


    1.0 - 20210224
    Added: Hand-drawn markers can now be seen as well!
    Added: Ability to copy the markers of a map onto your own map (via ACE interaction menu)
    Added: Realtime marker updates (Only applies to markers created by the map's "owner")
    Tweaked: Maps now follow the hand's rotation, should improve "visual fidelity" a tiny bit 😄
     

     

    • Like 8
    • Thanks 4

  17. Well, generally speaking:

    "Just" loading mods on their own should mainly affect (initial) load up time.

    There are two main reasons why a mod may impact performance:

    - If it's vehicles and units, they might not be well optimized, meaning no proper LODs, showing the "full-detail-version" of a model even if you're far away.

    - If it's a gameplay tweak, like enhanced functionality, it might be caused by improper scripting.

     

    My personal approach would be:

    - First take away the mods that add "mechanics"/are heavilly scripted

    - **Then** take a look at units and vehicles.

    • Like 2
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