bigpickle 0 Posted November 10, 2014 The audio is now warping in MP when desync happens, it make helicopters sound like bees for a few seconds. Still no environmental sound occlusion either. Share this post Link to post Share on other sites
Variable 322 Posted November 10, 2014 Still no environmental sound occlusion either. This is really missed. Last night we heard some tanks and it sounded like they are right around the corner, they were actually behind a giant hill. A bad sound experience right there. Share this post Link to post Share on other sites
DancZer 65 Posted November 10, 2014 Maybe they are planning to make these in Marksman DLC, which is infantry focused. Share this post Link to post Share on other sites
KeyCat 131 Posted November 10, 2014 Changed: Distance of audibility of weapon firing Been waiting for this one, anyone tried? /KC Share this post Link to post Share on other sites
roberthammer 582 Posted November 10, 2014 I hope that means louder weapons from distance Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted November 10, 2014 Closure sounds for infantry weapons seem to still be there, is there any plans for this to be fixed or removed? Why do you want to remove closure sounds? In real life, closure sound are there too. Mainly heard when firing suppressed. ---------- Post added at 16:54 ---------- Previous post was at 16:52 ---------- Edit: (Really hate how I can't edit my post on mobile...) I really hope they overhaul the sound for Marksman. Maybe that's going to be one of the features? Share this post Link to post Share on other sites
St. Jimmy 272 Posted November 10, 2014 I hope that means louder weapons from distance Not sure is there much difference but 900m they're already pretty quiet but you can hear them. Snipers are almost as quiet as rifles... Share this post Link to post Share on other sites
Variable 322 Posted November 10, 2014 Edit: (Really hate how I can't edit my post on mobile...) Use Tapatalk. I'm bothered with the reload sounds, they are so.... weak... Share this post Link to post Share on other sites
Dwarden 1125 Posted November 10, 2014 since 1.34 I experience weird sound issues (samples are played too fast or too slow), especially in intense MP fights with 64+players involved anyone else? Share this post Link to post Share on other sites
bigpickle 0 Posted November 10, 2014 (edited) since 1.34 I experience weird sound issues (samples are played too fast or too slow), especially in intense MP fights with 64+players involvedanyone else? The audio is now warping in MP when desync happens, it make helicopters sound like bees for a few seconds. Still no environmental sound occlusion either. This ^ is what your talking about right? Ive noticed it is when teleporting/warping/desync is going on. The Bluefor AH6/Md900/MH9's sound like a squadron of attack wasps :p its kinda terrorfying, especailly as id just updated the sounds for them in my mod too, I was like "pickle what have you done!". Went stock and found out it sounded the same. Any chance you could ask the sound chaps if environmental occlusion is coming? Edited November 10, 2014 by Bigpickle Share this post Link to post Share on other sites
Dwarden 1125 Posted November 10, 2014 thanks just trying to be 100% sure it's not breaking on just my ears ;) Share this post Link to post Share on other sites
qantaqa1987 10 Posted November 11, 2014 Yep i can hear Wasps too! Share this post Link to post Share on other sites
KeyCat 131 Posted November 11, 2014 (edited) Changed: Distance of audibility of weapon firing Finally got a chance to test it but can't hear any differens from weapons fired from ~200-300 m and beyond. Still very very low volume and you mostly hear the "bullet cracks" around you. Anyone hearing louder weapons from distance? /KC Edited November 11, 2014 by KeyCat Share this post Link to post Share on other sites
DancZer 65 Posted November 12, 2014 since 1.34 I experience weird sound issues (samples are played too fast or too slow), especially in intense MP fights with 64+players involvedanyone else? I can conform that. Sadly i wasn't able to find out what cause it. Share this post Link to post Share on other sites
Sterlingarcherz101 15 Posted November 13, 2014 I find that the new sounds in helis particularly attack ones breaks immersion. As a gunner in the blackfoot can hardly tell cannon is firing or missiles are impacting. All sounds are drowned out by the downdraft. not saying the downdraft winds are bad just need to be a better balance. Share this post Link to post Share on other sites
Fushko 59 Posted November 14, 2014 Fixed: Minor bug related to desynchronized animation sounds Interesting. I wonder if this truly fixed the desynced sounds. All, and I really mean it, ALL gun reload sounds are somewhat desynced in the stable build (I think it's been like this since the alpha), and with some guns it's worse than in others, like the Katiba. Being in a particular stance when reloading sometimes makes the sound desync even worse. Share this post Link to post Share on other sites
Manlysloth 10 Posted November 15, 2014 Sitting in the back of the Huron in first person with the engine on but not flying causes very loud distorted noises. I've tried messing around with the audio, but it does nothing. There was a similar problem with the helicopter crash noises that only a small amount of people suffered from, but that seems to be fixed with the new helicopter audio. Share this post Link to post Share on other sites
blackpixxel 53 Posted November 15, 2014 I also get very distorted noises when many 40mm grenade explode in a short time. Something is definetly wrong with the sound... Share this post Link to post Share on other sites
haleks 8212 Posted November 18, 2014 I've been experiencing an annoying bug for the last few months : when in 1st person inside vehicles such as MARPS and most of the cars, I can't hear anything outside the vehicle (including gunshots!)... (One execption being the offroad, wich works correctly besides the crappy engine sounds.) Can anyone tell me if this has been/will be fixed in dev-branch? Share this post Link to post Share on other sites
enex 11 Posted November 18, 2014 (edited) Thanks Danczer, voted up and added to the list.List of missing sounds (rolling list): Infantry Rifle and pistol lowering, lifting Added Going into boresight view. flipping switch sound on and off on flashlight/IR pointer flipping switch sound of on and off NVGs sound of falling to prone from sprinting Sound of falling bodies. Screams when getting hit sounds while parachuting (wind, parachute fabric) No sound for turning (volume should grow louder according to turn speed) Sound for closing and opening metal hatches on guard posts. Sounds are tied to a weapon instead of clothing.Running naked with gun will still produce clinging metal(ish) sound of Plate carrier. Ammunition Sound for falling bombs and artillery shells Armour, Aircraft and Vehicles Sounds for crew served weapon hydraulics (machine guns) switch sounds for view modes in weapon sights No sound for entering and exiting tanks, vehicles and aircrafts[/s] Sound for knocked down trees Sound for squashed bushes Sound for impacting humans Sound for impacting walls Sound for impacting rocks Sound for moving tank tracks and their friction with the ground (there's only the engine sound). Turning headlights on and off Splash sound when wheels impact a waterline (it was in OFP) No impact sound when sitting in a vehicle that is hit. There should be different sounds for different calibers and those should change according to the type of armor the vehicle has, or lack of. Sound for movement of fixed MG/GMG No sound for turning in and out (hatch open/close) No voice notification of events during the flight. Like: Low fuel, Over G, Altitude, Pull up, low speed etc. Multiple missing sounds in the engine: http://pastebin.com/sREL3aFY - thanks kju List of missing effects (rolling list): Sound occlusion [WIP] Speed of sound simulation for vehicles and aircraft Thought this was interesting list I wanna keep up. Edited November 18, 2014 by enex Share this post Link to post Share on other sites
the_demongod 31 Posted November 19, 2014 Thought this was interesting list I wanna keep up. I'd actually like to reiterate the fact that artillery currently does not have sounds for incoming shells, it seems to come and go with random patches. I remember at one point the 155mm had sound, but now none of them (including the 155mm) have sounds. Share this post Link to post Share on other sites
Variable 322 Posted November 19, 2014 I'd actually like to reiterate the fact that artillery currently does not have sounds for incoming shells, it seems to come and go with random patches. I remember at one point the 155mm had sound, but now none of them (including the 155mm) have sounds. Updating the list then. List of missing sounds (rolling list): Infantry Rifle and pistol lowering, lifting Going into boresight view. Turning on and off rifle flashlight/IR pointer Turning on GPS Sounds of turning on and off NVGs - for god's sake, Zeus even has one! Sound of falling bodies. Screams when getting hit No sound during parachuting (wind, parachute fabric) No sound for turning (volume should grow louder according to turn speed) Sound for closing and opening metal hatches on guard posts. Ammunition Sound for falling bombs and artillery shells Armour, Aircraft and Vehicles Sounds for tank turret hydraulics (which were there since and OFP and disappeared in Arma 3) Sounds for switching on and off view modes in weapon sights Sounds for switching between optics modes and zoom levels in gunner and commander sights No sound for entering and exiting tanks, vehicles and aircrafts Sound for knocked down trees Sound for squashed bushes Sound for impacting humans Sound for impacting walls Sound for impacting rocks Sound for moving tank tracks and their friction with the ground (there's only the engine sound). Turning headlights on and off Splash sound when wheels impact a waterline (it was in OFP) No impact sound when sitting in a vehicle that is hit. There should be different sounds for different calibers and those should change according to the type of armor the vehicle has, or lack of. Sound for movement of fixed MG/GMG No sound for turning in and out (hatch open/close) No voice notification of events during the flight. e.g.: Low fuel, Over G, Altitude, Pull up, low speed etc. Multiple missing sounds in the engine: http://pastebin.com/sREL3aFY - thanks kju List of missing effects (rolling list): Sound occlusion [WIP] Speed of sound simulation for vehicles and aircraft Share this post Link to post Share on other sites
.kju 3244 Posted November 19, 2014 Added the file for 1.34: http://feedback.arma3.com/view.php?id=9513 Share this post Link to post Share on other sites
enex 11 Posted November 19, 2014 (edited) From my test artilery and shells have sound all but 155mm. Switching on and off NVGs should not have the sound that Zeus have.In fact that radio effect got invented in hollywood and is not realistic neither authnthic. Sound for sprinting into prone position is left out of list Sound is attached to a weapon (when is in fact sound of equipment, not a gun) which means that sound should be attached on Plate carrier not on gun. Edited November 19, 2014 by enex Share this post Link to post Share on other sites
Variable 322 Posted November 19, 2014 (edited) Switching on and off NVGs should not have the sound that Zeus have.In fact thatradio effect got invented in hollywood and is not realistic neither authnthic. Note the list indicates that Zeus has one. It's not implied that it should be the same for infantry, rather some kind of sound effect to at least replace the tactile feedback should be there. Sound for sprinting into prone position is left out of list Right... adding. List of missing sounds (rolling list): Infantry Rifle and pistol lowering, lifting Going into boresight view. Turning on and off rifle flashlight/IR pointer Turning on GPS Sounds of turning on and off NVGs - for god's sake, Zeus even has one! Sound of falling bodies. Screams when getting hit No sound during parachuting (wind, parachute fabric) No sound for turning (volume should grow louder according to turn speed) Sound for closing and opening metal hatches on guard posts. Sound for sprinting into prone position Ammunition Sound for falling bombs and 25mm rockets Armour, Aircraft and Vehicles Sounds for tank turret hydraulics (which were there since and OFP and disappeared in Arma 3) Sounds for switching on and off view modes in weapon sights Sounds for switching between optics modes and zoom levels in gunner and commander sights No sound for entering and exiting tanks, vehicles and aircrafts Sound for knocked down trees Sound for squashed bushes Sound for impacting humans Sound for impacting walls Sound for impacting rocks Sound for moving tank tracks and their friction with the ground (there's only the engine sound). Turning headlights on and off Splash sound when wheels impact a waterline (it was in OFP) No impact sound when sitting in a vehicle that is hit. There should be different sounds for different calibers and those should change according to the type of armor the vehicle has, or lack of. Sound for movement of fixed MG/GMG No sound for turning in and out (hatch open/close) No voice notification of events during the flight. e.g.: Low fuel, Over G, Altitude, Pull up, low speed etc. Multiple missing sounds in the engine: http://pastebin.com/sREL3aFY - thanks kju List of missing effects (rolling list): Sound occlusion [WIP] Speed of sound simulation for vehicles and aircraft Edited November 19, 2014 by Variable Share this post Link to post Share on other sites