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.kju

Sound Replacement Template

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Preface

---

This is mostly for people already into sound modding.

Not much support will be provided.

For starters check this:

http://forums.bistudio.com/showthread.php?79935-Arma-2-Sound-Modding-101

https://dev.withsix.com/projects/kmp-mst/wiki

Download

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https://dev.withsix.com/projects/a3-srt/files

Notes

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Will get updated with beta and final release.

For updates in between probably not.

This is just a rough base to ease your work.

You have to make good, correct configs yourself.

Enjoy :bounce3:

Edited by .kju [PvPscene]

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Thanks kju, this is great.

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You are welcome. :yay:

Here is the cfgPatches header I'd suggest you guys to use:

class CfgPatches
{
class YourTAG_PboName
{
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"A3_CargoPoses_F"};
};
};

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why cargoPoses? seems unusual, not saying its wrong ofc ;)

I use this and don't have any issues:

requiredAddons[] = {"A3_Characters_F", "A3_Sounds_F", "A3_Data_F"};

It covers people, all sounds and environment sounds etc.

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Its the last loaded A3 cfgPatches class. Hence it is to make sure your changes are loaded after BI configs and therefore are active.

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ahh rgr that mnakes sense, nice one :D

I got one more for you what do these mean i cant find an explanation for what they actually do any where.

whistleOnFire

whistleDist

and are they controlled by the class below:

class CfgWhistleSound
{
sound[] = {"",1,1};
downTime = 0.5;
silentTime = 1;
upTime = 4;
};

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It is the sound that makes you deaf when a weapon is fired nearby.

Seems A3 hasnt set it yet. In A2 you can find it here:

sound[] = {"ca\sounds\characters\noises\damage\wheesper1",0.6,1};

whistleDist is how close you need to be to the source to be affected.

whistleOnFire might be a modifier (0, 1, 2 are used values) or off/on/???.

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Dude that's great info, love how ArmA3 seems to be spurring the community to share all this modding info compared to arma and arma2 where it wasn't as available (sound engine at least)

Great work .kju!

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Updated to v2 with A3 beta configuration.

Also added an overview about the volume values of CO, TKOH vs A3.

Make sure to check this post in the Arma 2 Sound Modding 101 on this topic.

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Hey kju,

can you tell me if the volume values/levels are set in percentage 1 representing 100%?

Thanks! :)

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Added v3 based on 1.34 :)

See link in the first post.

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Aahh, great. Thank you. :) I was about to go through BIS' own config.cpp to find all the ammo types, hehe.

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I this still alive to use, the repository is down or something. Still trying to figure out sound modding

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