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LtShadow

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Posts posted by LtShadow


  1. 6 hours ago, evil_brownie said:

    May want to address this little typo, present at least in the SW version.

    
    No entry 'bin\config.bin/CfgVehicles/FLAN_EA18G_F.scope'.

    ...which is a simple inheritance error, as there's no FLAN_EA18G_F classname, but rather FLAN_EA18G_Base

     

    Oh, wow, thanks for pointing this out. Never would have guessed that this is what was causing these spools of errors. Fixed it already and will be posting a hot-fix for it very shortly! :)


  2. Hello all!

     

    Newly released is the EA-18G RealSound mod! Having completed the F-16C sound mod, it paved way for a whole new era for us here at RealSound. The newest addition to the lineup is Firewill's EA-18G Growler!

     

    Here's a brief video of what it sounds like in-game:

     

     

    Major features overview:

     

    • Entirely new sound-sets for interior and exterior samples - including startup/shutdown!

     

    BUG REPORTS / FEEDBACK:

    If you encounter any other bugs, issues or have feedback that I would find constructive - please share it below or send me a message.

     

    DOWNLOAD!

     

    Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1289519912

     

    ArmAHolic: Coming Soon

    Google Drive: Link 1

     

     

    --NOTES---

    * This mod requires Firewill's EA-18G Growler mod, available on ArmAholic and the Steam Workshop.

     

    --CHANGELOG / MOD STATUS:--

    Known issues:

    - Sometimes the plane is silent when flying over, think this is an ArmA scripting issue. Happens with other aircraft as well.

     

    *Wishlist*
    - Change pitch of idle based on throttle inputs (not sure how to do this)
    - Get distance filters to work properly (buggy, issues with implementing)
    - Stereo processors implementation (same as ^)

    • Like 1
    • Thanks 1

  3. It is finally here, ladies and gentleman!

     

    After several months of waiting, implementing and overhauling - the sound mod for Firewill's F-16C/D Fighting Falcon is now in v1.0!  Whoo hoo! 

     

    To celebrate, I made a short video showcasing a taste of what it's like in-game. Huge shout out to the Air Combat Command guys (Dogs, Haze, Fett and Bomb) for helping me out with filming and MP testing.  Also a big shout out to Laxemann, who helped me understand a few things about the new audio system and answered all of my questions.

     

    Here it is!

     

     

    There's been a LOT done to this aircraft since the initial video I released in October, which showcased what I've been working on, but the end result is an improvement I never thought we could make. A changelog is available below, if you're into that sort of thing.

    One thing that I'm still trying to get working is the low-pass filters and new stereo processors for use with this and future aircraft sound mods, it's on the wishlist - hopefully I can add it in a patch later down the road if we ever figure it out.

     

    Oh yeah, this will also be available for download on the ArmA 3 Workshop!  This is a huge milestone for me and Shazer, so why not give this mod the full treatment? ;)

     

    Major features overview:

     

    • Implemented several new soundsets to the aircraft
    • Much more realistic interior
    • Clearer / better sound samples for exterior

     

    Finally;

     

    If you encounter any other bugs, issues or have feedback that I would find constructive - please share it below or send me a message.

     

    DOWNLOAD!

     

    Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=1193740840

    ArmAHolic: Coming Soon

    Google Drive: Server 1

     

     

    --NOTES---

    * This mod requires Firewill's F-16C/D Fighting Falcon mod, available on ArmAholic and the Steam Workshop.

     

    --CHANGELOG / MOD STATUS:--

    Known issues:

    - Sometimes the plane is silent when flying over, think this is an ArmA scripting issue.

     

    *Wishlist*
    - Change pitch of idle based on throttle inputs (not sure how to do this)
    - Get distance filters to work properly (buggy, issues with implementing)
    - Stereo processors implementation (same as ^)

     

     

    v1.0.1

    TWEAKS:

    - Increase volume on nearly all exterior samples
    - Tweaked shutdown/startup volumes.

    FIXES:

    - Fixed exterior shutdown sequence not working properly (incorrect file format)
    - Exterior idle_distant sample was not correctly defined.
     

    v1.0
    - Successfully implement all new Jets DLC soundSets and Shaders
    - New idle samples
    - All new interior samples
    - New close proximity rear forsage (afterburner) sound
    - Low throttle distance sound
    - Frontal approach sound
    - Custom ranges set for some samples
    - New customized filters for current and future releases
    - Cleaned up config, new separated shader/set files
    - Interior / exterior idle volume increase
    - Eliminate noticeable exterior idle loop int/ext (0.7.8)
    - Mid-throttle sound for close proximity
    - New full throttle sounds (distance and forsage)
    - Implement "D" variant into config.
    - A lot of tweaks and fixes I can't fully list

     

    v0.4 (10-2017)
    - Implement shaders / sets into aircraft config.
    - Initial sound adjustments

     

    v0.2 (02-2016)
    - Firewill's F-16C varient release
    - Overhaul of all sound files
    - Added actuator sound upon thrust (exterior)
    - Added several high/low pass filters to interior for more realism
    - Exterior start-up sequence changed
    - Idle sound replaced
    - Exterior throttle up a/b added
    - Eden compatibility
    (currently trying to remove Firewill's afterburner scripted sound file as it just ruins the realism, will be added in a hotfix)


    v0.1 (04-2015)
    - Initial release for USAF Mod.
     

    • Like 2

  4. 8 hours ago, laxemann said:

    Hey dude,

     

    what issues do you have with your shaders/filters?
    Also, I did a sound framework for the iron front propeller planes when I did them (automated and unified config process), would you guys like to have a look at it?

     

     

     

    As for the filters; whenever I apply one that I define in a separate HPP file, it seems to mess up some of the other shaders and I can't hear them at all.

     

    Sure, those sound awesome! I'd love to take a look. 


  5. Development Report: 10/21/2017 

     

    Hello everyone!  

     

    With it being 8 days since I released the F-16 demo video, here's what we've been up to in the past week of development from myself and Shazer.

     

    On my end:

    I ran into some strange issues this week with the F-16's shaders, some of which I'm still ironing out - while others have been sorted out.  The interior received several new sound samples, which helps tie in the atmosphere of the plane and gives it a more authentic feel. Still working on getting the idle to spool up and down with throttle inputs like I want it to, but will get it sorted within the next week or so.  The other issue I'm still sorting out is the low pass filters and how they pretty much break the rest of my mod when applying them in the sound sets. Not entirely sure why this is. Other than that; I've made several new additions to the shaders and customized a lot of them - fitting the F-16 and paving the way for the aircraft we have lined up for future releases. It sounds amazing guys, cannot wait for you to all to hear it! The video above was so early in development, it sounds like a completely new aircraft now with all the adjustments I've made to it.  Almost *REAL*. ;)

     

    As of now, the F-16 is at version 0.7.7 - nearing release within the next couple of weeks!  My next steps involve getting the exterior/interior idle spooling to properly work in-game without any extra scripts or adding any more shaders/sound sets to keep the aircraft's config as clean as possible.  

     

    Shazer:

     

    Shazer has been hard at work getting the shaders implemented into a couple of his aircraft sound mods he's been working on, but recently was able to upload a dev video on the P-51! It sounds amazing and really opens doors to aircraft we haven't even thought of doing yet - like possibly other prop planes or other WWII era aircraft.  Here's a quick demo video:

     

     

    Other than that, a lot of tweaks are being made all around to get an idea of how the new shaders/sound sets are handled in-game.  

     

    Quick shoutout to @laxemann has been a huge help to us, thanks for all your help in answering questions mate!  You're awesome.

     

    Stay tuned! :)

     

     

    • Like 2

  6. 8 hours ago, laxemann said:

     

    Funny enough, I've been looking into them just friday as I'm working on new RHS heli sounds right now, haha!

    Let me start off like this: Maybe I'm doing something wrong, maybe it's buggy indeed, but the feature tends to behave in a weird way (for me).

    I'm at work and don't have the config in front of me, but the parameters should look and behave something like this

     

     

     

     

    Thanks for that!  How do those variables set into the config? Do you define new shapes with those variables then?  The shape I'm talking about is the soundSet where it defines which shape to use.

     

    for example:

    class rs_f16c_EngineExt_Middle_SoundSet
    	{
    		soundShaders[]=
    		{
    			"rs_f16c_EngineExt_Middle_SoundShader"
    		};
    		volumeFactor=1.8;
    		spatial=1;
    		loop=1;
    		shape="FrontSemispace10";
    		volumeCurve="InverseSquare1Curve";
    		sound3DProcessingType="JetExt_Middle_3DProcessingType";
    		occlusionFactor=0.5;
    		obstructionFactor=0;
    	};

    Thanks again for the help. :)


  7. Sweet! Thanks Axe! I’ll try and set something up and report back in with results. :)

     

    Another thing that me and Shazer have been struggling with are the “shapes” for the new shaders. I’d assume they are set up in arcs, but as for how they affect the aircraft and how their size/number determines the way the engine processes sound.  Haven’t been able to find any documentation on a lot of the new sound stuff, haha.


  8. Hey there guys;

     

    Working on the F-16C sound mod and was curios to know how I could go about adding in environmental reverb to the sound sets / shaders in the mod?  So when the aircraft is moving around the environment there is more of a "surround" effect?

     

    I think something like this would be a huge improvement for jets/helicopter audio as it would definitely enhance the soundscape in general, providing a more realistic sense of direction as well as being able to hear the aircraft's effect on buildings, trees and even fields.

     


    Thanks all!

    • Like 1

  9. BAyvXDN.jpg

    Hello fellow community members!

     

    This is an official WIP Thread for our RealSound Mods!  Have a read through below if you're interested and be sure to visit our Facebook/YouTube channels for more content! :)

     

    In case you don't know who I am; my name (here) is Shadow.  I am a part of a small team of content creators who's goal is to bring realistic audio to a number of vanilla or 3rd party aircraft that either you the community requests or we pick and release ourselves.  The team consists of myself (LtShadow), Shazer and Kazmatt.  Unfortunately Kazmatt, our team founder, isn't too active in the ArmA scene anymore - though he was an inspiration for me to get started into sound modding back in the A2 days.  Over the years I have met some incredible people, like Foxhound and LordJarhead along with SgtFuller and many others including my current co-dev Shazer.  It's been an awesome journey so far, but I wanted to give you all a little update as to what we've done and what we plan to accomplish in the following months ahead.  This is a long post, but it is sort of like our "state of address".

     

    I'm only going to cover what work our team has done for ArmA 3 to date, as the previous generations of ArmA are behind us (even though we enjoy going back to play them on occasion). Matt has quite a few unfinished projects, as you can see and he really doesn't have anything publicly released for ArmA 3. He hasn't been active in the ArmA 3 community for quite a while now and it's hard to get time to talk to him due to his location.  He does have quite a bit up for ArmA 2 though, if I'm not mistaken.  Without further ado, here are the things we have been working on;

     

    Kazmatt1's public ArmA 3 releases:

     

    • Boing 747 - Model by unknown (link is via Mediafire on his YT account if you really want it)

    Here's a list of WIP from Matt:

    • Avro Vulcan
    • Tornado GR4
    • B1B Lancer
    • MiG-29

    Onto Shazer!  Shazer and I started working together a few years ago, when ArmA 3 was just getting its baby legs from release.  So far we've shared some amazing experiences together in the online world, he's done some quite amazing work himself.  Shazer is still currently active in sound modding, though not nearly as much as before.  That goes the same for all three of us really, unfortunately. Shazer has been doing his own work before ArmA 3 as well, moving experience from the ArmA 2 universe to ArmA 3. Here's a list of what Shazer has released and what he has in his WIP box;

     

    Currently Released: as of 9/19/2016

     

    WIP: as of 9/19/2016

    • F-15C (Model by Firewill) - Almost completed, hopefully releasing this week or next.  ~93% Completed.
    • RAH-66 (Model by Bohemia Interactive) - Almost complete, config tweaks needed. ~90% Complete.
    • AV-8B Harrier (Model by Chairborne) - Nearing completed status, few more samples needed. ~78% Complete.
    • SU-35 (Model by John_Spartan and Saul) - Needs to be redone. 0% Complete.

     

    And last but not least, me!  I've been doing sound modding a few years before ArmA 3 was revealed.  I haven't been very active in the modding scene myself, though just a few weeks ago you may recall I released a filter mod for the game.  I've been busy myself the past year or so, but finally have some time to settle down a little and get some work done on my projects. Let's get into what I've done and what you can expect from my end of development through the coming months/year.

     

    Currently Released: as of 9/19/2016

     

    WIP: as of 9/19/2016

    • F-22 Raptor (Model by USAF Mod) - Completely overhauled sounds, interior and exterior.  Minor tweaks needed.  ~96% Complete.
    • F-35 JSF (Model by USAF Mod) - New sounds added, need new interior configuration and volume tweaks. ~76% Complete.
    • F-15SE (Model by Firewill) - Model currently not released, work will start as soon as model release. 0% Complete.

    That's pretty much all for now!  This will serve as a WIP thread for both me and Shazer, so be sure to stay tuned for further updates!  I'll be making changes to this post as time progresses.

     

    If you have something to suggest to us, whether an idea or a sound mod suggestion - PM us on the forums or FaceBook!  I finally receive notifications when I'm quoted in a post or when someone messages me on the forums, so I'll get your messages a lot quicker. I'd like to also clean this post up a bit, make it easier to read and whatnot.  I'm no expert in formatting here on this forum so any suggestions will help! :)

     

    Thanks all! Happy hunting and godspeed.

     

     

     

     

     

    Below is some extra stuff, like our FB page, YouTube channels, etc...

     

    Facebook: https://www.facebook.com/Realsound-Mod-Arma-3-484245904998169

     

    Full RealSound image (created by LtShadow): http://i.imgur.com/FdrzGjA.png

     

    Contact info: 

     

    Kazmatt:

    YouTube: https://www.youtube.com/user/kazmatt1/videos

    Forums: Cannot locate.

     

    Shazer:

    YouTube: https://www.youtube.com/channel/UC7KDpFMWNl2FkrQdRp2rqUQ

    Forums: https://forums.bistudio.com/user/872542-shazzy/

     

    LtShadow:

    YouTube: https://www.youtube.com/channel/UC1x3oojY_rp_0uJwcdxdH3w

    Forums: https://forums.bistudio.com/user/776403-ltshadow/

    • Like 4

  10. This clears up everything. Why the extra release then and not "within your projects" if it's intented for use together with them? I must have missed that pointer, sorry.We do mate. You hard work got Jan thinking of this more. ;) We might get a dirty hack to do what you wanted to do in the first place. But no promises, since the original A3 new audio engine programmer is now working on other projects.Anyway, create some videos man. :) Show that stuff!

    Well, because now the community has an option to whether or not they want to change the filter. :) I thought about just including the PBO in the future releases, but this way the end user can decide whether or not they want it in. If only you could set the values in-game under the audio settings and those settings could be exported/saved for other people. Instead of an actual mod. One could dream, right?

    I can't wait for the future of ArmA 3, more specifically the audio portion of the game.

    I may do up a short comparison video on the F-22 I've been working on. (Vanilla vs. My filter)

    Thanks Mega! :3

    • Like 1

  11. @LtShadow : Megagoth will speak for himself - but I don't think he meant to bash your work. Just pointing out that your technique will affect all sounds produced ingame, wich could break a good amount of them.

    Besides, as far as I know, he never fails to raise our complaints to the devs - wich is exactly why we might obtain a work-around for those sounds problems (wich will ease your work without touching non-vehicles audio)...

     

    I don't see anything wrong in that, really... :confused:

    I get that working on config changes can be tedious (believe me); one advice I have : don't work alone, listen/follow discussions between devs & modders.

    A lot of tweaks are being made this year to the engine, and devs have never been so receptive to our concerns; plus, a few dedicated people such as megagoth maintain close communication with the dev team.

    I'd say all this is quite positive, wouldn't you?

    Yep, you're right. I did get the vibe that mega was trying to get people to see what a low-pass filter is and how it affects the game as a whole. While I respect that, there were some comments in there I kind of took offense to - though I'm sure that was not in his intentions. I would be extremely thankful if an official work around was added, as this is more of a "band-aid" solution to the problem our team is having. At this point, I could say this mod is for audio enthusiasts looking to see how our (and possibly other mods) sound with a modified low-pass filter.

    I am very accepting of any constructive criticism the community may have, in fact I welcome it. However, I just ask that everyone take time to realize how much work goes in to creating just the smallest tweaks in the game - this specific mod may seem insignificant for the most part, but it took a lot of my free time and energy into making sure the future realsound projects sound the best they can. A lot of work goes into this game period, whether that be creating documentation and explaining things like mega here, or official development at BIS. I appreciate what Mega does, as he has helped me a lot with answering questions about the audio portion of the game.

    Thanks for your support. :)

    • Like 1

  12. The feature is NOW open. But you are right, documentation needs to happen. It's a high priority task right now.

     

    Vehicles need a distance boost in general. You can barely hear them, I agree, it's a problem. But really all they need is a boost in distance, not change of filtering.

     

    Changing the distances of the low pass filter is tied to changing overall distances of all sound assets, which is why it is not being done right now.

     

    I agree that the initiative is great, but I disagree with these numbers and still believe that changing the default filter is not improving anything. I talked to Jan today about this though and there might be a dirty hack some day before we have soundSets for vehicles. So again, initiative was worth it. ;)

    Hi Mega,

    While you have some good pointers, I must point out again that this mod is intended for use with our projects and is in no way an official "fix" to the current issue. Thanks for pointing that out. I'm well aware of the sound variables, as if took countless hours of testing and fiddling to get them just right to the point where they were before the big update. All of my audio addons are already amplified to the highest audio levels before clipping occurs, then I adjust the audio levels with the configs to tweak it. Since I was not getting the best out of the game, and I cannot change my distance samples to sound clear at 7000m or similar, then this had to be done for my sake. So, please don't tell me it's an issue with MY sounds... As I've literally spent weeks tweaking my modifications to the point where I didn't want to try anymore. Until I made a post that you and Axe helped with. I'm glad that you're on speaking terms with the devs, but you really should have PMd me instead of making those assumptions and comments. Thanks for your help, though, and your point of view.

    Hopefully this clears the air a bit...

    • Like 2

  13. Nice man, work on USAF mod F-22????

    Thanks! Just now seeing all these replies. I'm actually working with Fuller and the USAF mod team to bring more realistic sounds across the board! The F-22 Raptor will be my personal highlight, since it is my favorite aircraft! Stay tuned! :)

    I just worked with countless F-16s from the ground (used to be inside them in my previous carreer). I must say this sound mod is extremeply good.

    In real life the sound is a bit more thunder-like when they fly by. Im no sound editor and find it hard to describe.

    There is a more violent deep bursting sound...

    lol does that make sense??

    Thanks for the kind words. I appreciate it. I agree, though I can only do so much with the engine that ArmA 3 uses as well as my knowledge about the game. I hope one day to bring a 1/1 representation of some of the most famous jet aircraft in a game. Whether that be ArmA 3 or the next installment.

    Thank alot for you work, can you consider make real sound to F-15?? :)

    Hi again!

    Shazer, one of my co-developers, has been working on one for a while now actually! I'm not sure if it is released yet, though.


  14. Opening notes: 

     

    Hello ladies and gents,

     

     

    This is a very small, yet in my eyes very needed, addon/mod that will increase the roll/falloff of the way the game fades vehicle and weaponry audio.  As of yet there is no object specific low-pass filter variable I can set, so yes - this will change the distance effects on weapons too.

     

    I was having issues getting around the new audio update and how the game kept getting me frustrated at the fact my aircraft audio mods were always never loud enough at a distance and were fading way too quickly.  With the help of the guys over at the sound modding thread, I was able to create a stand-alone mod that overwrites the default low-pass filter - which enhances the audio at a distance for my (and Shazer's) projects.

     

    I haven't tried this filter change on any other mod (USAF, HAFM, etc..) but I'm sure it will make the aircraft sound better at a distance just like mine are. 

     

    This filter is being released to all of you now, because in the very near future I have a few new versions of aircraft that will be released with the USAF mod.  Fuller and his team will more than likely include this filter change as an option, however, this way you guys get a feel for what it does.

     

    I started creating sound mods in the late ArmA 2 OA days with the help of Kazmatt1, we always had the mindset that we would have to compensate for the way the ArmA sound engine fades audio - and now that this low-pass filter is set as a global variable, I have no way of changing the filter for just the aircraft we work on so we can continue to bring a realistic experience to the world above ArmA 3.

     

    Install: Like any other mod.

     

     

    No demo video for now, but I hope you all enjoy this small mod!  

     

     

    TL;DR  This mod changes the way the game handles distant sound effects by an edited low-pass filter.

     

    A low-pass filter takes a lot of the higher frequency sounds and muffles them when at a certain distance from the source.

     

     

    Download: https://www.dropbox.com/s/6f0frwv7ef3lnro/%40RealSoundFilter_1.0.1.zip?dl=0

     

    Any issues?  Please let me know! :)

     

    Special thanks to my team (Shazer/Matt) as well as megagoth1702 and laxemann for the help!

     

    Changelog:

    v1.0 - Initial Release

    v1.0.1 - Added MP key

     

    This is what the mod changes exactly:  (as of v1.0.1);

    class CfgPatches {
    	class AUDIO_REALSOUND_FILTER_RESET {
    		units[] = {};
    		weapons[] = {};
    		requiredVersion = 0.1;
    		requiredAddons[] = {"A3_Air_F"};
    	};
    };
    
    class cfgDistanceFilters
    {
        class DS_defaultDistanceFilter
        {
            type = "lowPassFilter";
            minCutoffFrequency = 150;
            qFactor = 1;
            innerRange = 500;
            range = 7000;
            powerFactor = 32;
        };
    };
    
    class cfgSoundGlobals
    {
        defaultDistanceFilter = "DS_defaultDistanceFilter";
    };
    
    
    • Like 5
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