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While the not-so-recent sound update dramatically improved the quality of sounds, especially gunshots, in ArmA3 by adding a very nice dynamic echoing system, the actual gunshots of certain weapons still feel very lackluster. In particular, one of the biggest problems (in my opinion) is the sound of heavier weapons. While the marksman DLC gpmg's sound okay, most of the other weapons, including the vanilla .50 HMG and the GMG sound... less terrifying than they should. I'd like to use an example of what I consider to be one of the best heavy weapons sound effects system, the ArmA2 mod ACEX_SM. If you want an example, the following link contains some audio from ArmA2's acex_sm sound mod. The heavier weapons are more deep and sonorous, and you can EASILY tell the direction in which they are firing from, even with youtube's stereo audio compression. You only need to listen for a few moments for this to become abundantly clear. In comparison, ArmA3's lmgs and hmgs sound considerably more ambiguous. The sound of the supersonic rounds snapping overhead is excellent, but the attenuation of the source gunshots is unrealistically exaggerated. It takes a significant amount of experience for a player to estimate which direction they are being fired at from, and even then, visual cues are vital in determining the source. As an example; I note that this is a particularly poor example, as I am unsure of the nature of the weapon being used to fire at the soldier in cover, however, it's quite clear that the snaps dramatically overwhelm the audio of the weapon being fired. Also, the snaps are the same in sound regardless of the caliber of weapon being fired. (A 40mm cannon round whizzing overhead sounds identical to a 5.56). The source of the shots cannot be audibly gauged. Credits to ShackTactical and Dslyecxi for the footage. I used it in the context of education and feedback, I'm sure they won't mind.
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Hello guys, inspired by the great MarkXIII and with a new audio engine around the corner here we go with ~ ArmA 3 Sound Modding 101 ~ What? A place to ask questions (no matter how stupid you think they are) related to the creation and implementation of audio into Arma 3. Be precise, if you have RPT problems, post the RPTs into code boxes so they don't take away half of the site space. Creation -> audio engeneering, sound waves. Implementation -> configs & tools, programming. Valid questions: I have a sound X, how do I put it into the game? how does the whole wav <-> wss/ogg system work? I want the pitch of my engine sound to change, how do I do that? my audio sounds like Y but I want it to sound like X, how do I do that? Not valid questions: when will bohemia release X? is mod X compatible with mod Y? sound-system related questions (my headphones don't work in 5.1 mode) Why? There is no central ArmA 3 sound modding thread. We are all spread around Skype, Discord and PMs, this should serve a central meeting point. Game audio is very closely connected to technical stuff so this should be good for people who can create audio but have problems with implementing it into the game. Good for newcomers: open PBOs and edit current sounds add their own sounds to the game create certain sounds for the game create their own workflow Who? Anyone who wants to help out should help. We already have experienced Arma-Audio advanced users here such as Audiocustoms, TheMaster303, Myself, Laxeman and LordJarhead (probably more that I forget, please PM me their names) all being active community members and having their own areas of expertiese who can surely help. Content I will start producing educational content. Also YOU guys are the content. Ask away. Text Bohemia Wiki - Sound Page, learn about audio configuration Custom script to make the AI fire in full auto, full weapon speed at player position View sound controllers (For the first time in ArmA!) Videos What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Advanced tool usage to speed up workflow Current to-do list for me: What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Basic sound replacement (will probably wait with this until the new engine is out). Advanced tool usage to speed up workflow. Understanding config files & tree structure More detailed explanation of parameters in configuration. Additional Some info about the current state of the "interior" controller used for weapon tails.
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Hello! While playing Arma 3 I noticed strange crackling/popping noises in the menu and in-game when there were a lot of background sounds around (e.g. driving a car offroad). I found a video of someone else on YouTube who had the same issue: Arma 3- Crackling and Popping Audio - YouTube ​I originally thought that this was related to some driver of mine causing dpc latency spikes. According to LatencyMon it indeed was. I updated all my drivers, my BIOS, changed power plan settings, and I even did a clean install of the OS and I still haven't gotten to the bottom of this. But just to make sure, I installed Arma 3 on a second pc and it had the same audio glitches (and latency Spikes). The only connection I could imagine would be Windows 10, which I installed on both machines. I am puzzled as to how this is even possible so my best guess is that it must be a compatibility problem. Is there anyone else here who is experiencing audio popping during gameplay and has Windows 10 installed? Thanks for the help​
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Getting two errors when trying to start server, quick fixes.
cyberwarriorsonline posted a topic in ARMA 2 & OA - Servers & Administration
I've troubleshooted so much today it's amazing. So here we go - Quick and easy. Issue #1: jordan@jordanserver:~/arma2arrowhead$ sudo ./arma2oaserver check ArmA 2 directory: OK Server executable: /server ERROR! Port number: 2302 Config file: OK PID file: /2302.pid RUN file: /2302.run Issue #2: jordan@jordanserver:~/arma2arrowhead$ ./server Data file too short '/home/jordan/arma2arrowhead/pmc\addons\ca_pmc.pbo'. Expected 1234612782 B, got 115987 B Segmentation fault (core dumped) -
The audio changes which delayed Development branch updates are now partly published. As with most of these large tasks, this is ongoing work and so the current state is not considered final (in some places it may be worse for a little while). Effectively the core foundations are in place and now each individual asset needs tuning and fixing. We feel it will improve the soundscape in the final game :622: Senior audio team member Ondřej Matějka goes over the details: