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jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
LordJarhead posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Description: JSRS SOUNDMOD is a sound modification for ArmA3. The purpose of this modification is to bring new sounds to the game, making it more exciting. Many would say it makes the game much more realistic, but that is not the initial purpose of this modification. Even if some sounds are authentic to what we call "modern warfare", the main purpose was just to create a certain type of sound feeling. Visit the new JSRS-Studios.com website for more information about my work! https://www.jsrs-studios.com/ Download: JSRS SOUNDMOD - CE.20.0419 In addition, I have a small selection of supported modifications: The Armaholic mirror version: JSRS Soundmod Videos: Installation: Changelogs JSRS Soundmod Update CE.20.0419 Tweaks: - Tweaked firing sound for Zubr revolver, was way over the top - Tweaked firing sound for M4 rifle family (CUP and RHS) - Tweaked fring sounds for all vanilla weapons plus all CUP/RHS compat weapon sounds - Tweaked many minor tweaks all across the soundscape Addidions: - Added new sounds/cfg for vehicles of Tank DLC JSRS Soundmod Update CE.20.0417C: Tweaks: - Tweaked some volume values for M249, M240, AKM, AK74, SCAR and more weapons as they used a wrong layer. - Tweaked new sounds for DSHK and M2 50cal JSRS Soundmod Update CE.20.0417: Again: New signature Key. JSRS_Soundmod_2020_V2. Admins be aware! (Do to some issue with the signing tools, it had my keys deleted!) Tweaks: - Tweaked small arms pistols volume and overall power - Tweaked Mar10 to be more powerful (SD sounds still missing the cracks) - Tweaked close explosion sounds have a bit more bass and sound clearer - Tweaked vehicle engine sounds. Tested a new idea and it came out pretty good - Exhanged/New engine sounds for Offroad, MWB, SUV, Van, Van_02 - Tweaked M249 and M240 sounds, tho I'm not quite happy with the results yet - Made some adjustments to have a better immersion playing Old Man Scenario - Deleted all reloading sounds out of RHS compat files as these cause RPT logs during multiplayer Attention: NEW KEY! JSRS Soundmod Update CE.20.0331: NEW KEY signature. JSRS_Soundmod_2020 Fixes: - Fixed some weapons where muted interior Tweaks: - Tweaked some sounds and explosions Old Changes: Support: If yoi like to support me, or you like what I do here or just want to get me drink, feel free to do so 🙂 Every cent donated to JSRS goes a 100% back into the project! Patreon or PayPal END USER LICENSE AGREEMENT: Arma Public License No Derivatives (APL-ND)- 843 replies
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Arma Reforger audio cutting out with headset
ExoticOrganism posted a topic in Arma Reforger - Troubleshooting
The headset works fine on the computer ordinarily. There is no issue with a loose USB connection or a frayed wire. However, while playing the game, the audio frequently cuts out, going completely silent. It is as though the connection has become unplugged. This happened a couple of times on a modded server, and then I tried on an official unmodded server. The problem was the same. I don't know why this problem is happening. Any ideas on how to fix it? -
radio Audio - Radio - Left, center, right options for radio channel audio.
OviDiuS posted a topic in Arma Reforger - Audio Editing
Audio - Radio - Left, center, right options for radio channel audio. Hello. I have been using the Radio for a bit now. Had one channel up to 6 Channels. And when its that many channels going in your headset its getting rather mixed and hard to hear what's being transmitted on said channels. Could we possibly get a option on the radio channels to place that channel on a specific Headset earcup. So we can have lets for example have Fire Team on Right ear and Squad Leader on Left ear and then general Company channel on Center. In this way it will be a little more easy to hear what's being said when there is traffic on all channels at the same time. If not this will also shorten the time a transmission needs on Net. As its not transmitted several times due to several Channels being active at same time on same Audio Channel ( Center ) Think about it. Let me know your own ideas on the subject. And should this be a mod or a standard option ? -
m4_fire3_suppressed.wav has invalid frequency: 44100, all streams must have same frequency 48000 !!! m4_fire1_suppressed.wav has invalid frequency: 44100, all streams must have same frequency 48000 !!! Anyone know how to go about fixing this error? I tried re-exporting from audacity with the project rate set to 48 khz but it didn't work If anybody has any ideas please reach out, here or on discord @ addict2926
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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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playSound parameters not changing when executed with eventhandler
tehg3a3 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey folks, I'll try and keep this short. I'm new to scripting in Arma 3, so I got a friend to assist me with custom dialogue that is set to occur in my mission when certain things happen. For example, I have audio that is supposed to play when an enemy plane gets shot down. But because the player is in their own plane for the entire mission, all that dialogue will sound muffled. We did go into the mission.sqm and set proper parameters for the briefing dialogue which makes it sound loud and clear even when inside a vehicle, but the shootdown dialogue is tied to eventhandlers within the unit's init in 3den. I tried setting the same parameters since it's also playSound script, but the audio is still muffled. Below is the code for one of the enemy units: this addEventHandler ["Hit", {bt1 setdamage 1}]; this addEventHandler ["killed", {playSound "GACSFXMODVSong0", 2, 0;}]; this addEventhandler ["Hit", {titleText ["<t align = 'center' shadow = '2' color='#FF0000' size='2' font='RobotoCondensedBold' >BOMBER</t><br /><t color='#FFFFFF' size='2' font='RobotoCondensed' shadow = '2' >This is Grey Two, we're hit, we're hit!</t>", "PLAIN DOWN", -1, true, true];}]; I'm using the information provided on this page as well: https://community.bistudio.com/wiki/playSound I'm hoping I'm just implementing the parameters wrong and someone here can show me the light. That, or someone can show me a better way to implement sounds that occur during the mission without using 3den triggers. Many thanks in advance! EDIT: Someone else helped me out and now the audio plays unmuffled, all because of a little syntax issue: this addEventHandler ["killed", {playSound "GACSFXMODVSong0", 2, 0;}]; The old code above was missing brackets around the sound and parameters itself. The fix is below: this addEventHandler ["killed", {playSound ["GACSFXMODVSong0", 2, 0];}]; Really simple fix, but I'll leave this post up in case someone else has this specific problem in the future. Case closed!-
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So I've just re-downloaded Arma, first time having it on this PC. For the most part everything looks fine, but randomly in the middle of firefights in particular, especially where explosions are involved, my audio gradually cuts out entirely from my left ear, and pops back in later on down the line. And I don't mean going deaf, I mean in a Discord call, or even watching an external YT video, the audio still only goes into the right side for a bit. What's going on and how do I stop this? I've never had a problem before with this.
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playsound3d playSound3D local parameter not working
Dj Rolnik posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey everyone, I am trying to use the playSound3D function with the "local" parameter that has been introduced in 2.06, but I cannot get it to work. Either I'm not getting it or doing something wrong. Basically, when using the function syntax and putting in all the parameters the sound seems to play just fine, however as soon as I add the last parameter (either set to true or false) the sound does not play at all. What I would love to have is this function BE local, as in, the sound played to be heard only by the player triggering it. Now I know the function itself says its effect is global by default (GE), so it makes me wonder whether the "local" parameter is not working or it is something completely different. Thanks for your help in advance! https://community.bistudio.com/wiki/playSound3D -
npc chat BIS_fnc_kbTell how to create multiple NPC chat dialog sessions.
whitetigercam posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
hello, so I'm making an experimental mission in ARMA 3 and I have a single chat session between two characters at the beginning of the mission and I'm trying to make multiple chat sessions later on, I've figured out how to make one chat session with a trigger work but don't know how to script multiple sessions. Here is what I have so far for the First Chat Session. (i'm new to scripting. any advice would be nice thanks.) chat1.sqf description.ext cardialog.bikb -
I downloaded ARMA REFORGER for xbox x series, but i can't hear game audio. I tried installing a second time and it didn't fix. I use an Astro A40 TR headphone set with Mixamp PRO
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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:
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Hey all- TL;DR - Character _was_ speaking English, then last night when I went to play character was speaking French. Halp! So I've played the Arma series off and on over the years and I seem to remember running into this issue some years ago in Arma 2, but can't for the life of me find a setting to have "ALL" audio as English only. IIRC, in A2 there was a setting that had to be set for your character as well as the AI units to speak English in the voice over. Somehow, that has been set correctly on Arma 3 on my machine since I downloaded it day 1, but yesterday it got switched? Relevant info: Playing Antistasi - Warlords of the Pacific (Playing as independent) Mods: CBA_A3 ; Dynasound 2.0 Sunday: First day back and playing, char speaking English calling targets, regroup etc. Monday: Log back in, char speaking French calling targets, regroup etc.
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I'm gonna try my best to explain my issue. When I record my gaming sessions the recording doesn't have my voice when I use the VON. On the bottom left corner when I transmit my name shows up, with the mic and speaker icon next to it. My friends told me they can hear me in game, I'm also able to hear their voices and it gets recorded. I had that issue already using shadowplay and transitioning to OBS I'm having the same issue. I'm able to hear everything but my own voice over VON
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audio Only hearing grenades and gunfire from the left headphone.
RC-8938 'Fringe' posted a topic in ARMA 3 - TROUBLESHOOTING
Don't really know what to say given that the title says all. I use a laptop and have a HyperX Cloud Flight, when I was using a tower everything was fine. I encounter this problem regardless of if I'm running Arma 3 with or without mods. Vehicle audio works fine when driving, it seems to be just firearms and grenades. I can hear everything else perfectly fine, the only thing is that my footsteps also sound more faint on the right headphone. -
sound Play sounds for specific players
Dj Rolnik posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey guys, I am trying to wrap my head around the various playMusic, say2D, playSound3D commands and am still having trouble. I would like achieve the following two things: - When a blufor player uses an action on an object, ONLY the blufor players hear a 2D sound (it has to follow the player and be heard locally, like a radio message of sort). - The same as above, but triggered when any blufor player enters a trigger. I tried various commands but am still struggling with locality of the commands. I believe that I am not using them on the correct clients, or something like that. The reason it needs to be played for side is that the mission is supposed to be PvP, so I do not want the opfor team to hear the audio. Any help will be much appreciated. Cheers! -
audio [Resolved] No sound from Arma 3. Unable to select audio device. Help!
Holy_BakGi posted a topic in ARMA 3 - TROUBLESHOOTING
I can't hear arma game all of a sudden a few days ago. I can hear other games and computer sounds other than arma. what i did Lots of reboots. Delete the game, delete the arma folder in the profile and appdata, then reinstall arma. Change the audio playback default device to the built-in motherboard with speakers connected. I checked the audio basic device, and I also checked the volume mixer. The strange thing is that sometimes arma is not visible in the volume mixer. I thought that arma couldn't catch the audio device itself, so I went to the sound option in the arma game options, and it was like the screenshot. The audio device selection area is grayed out and cannot be selected. Hitting refresh doesn't change anything. It's been like this for a few days, so I can't play the game because I can't hear the arma sound. How do I solve it? Please help me! windows 10 / 20H2 / 19042.1237 AMD 3600 Nvidia 2070S 24G Ram -
Arma 3 Audio quiet in 1st person, normal in 3rd
Killerdawg17 posted a topic in ARMA 3 - TROUBLESHOOTING
I have been having a bug in Arma 3 where the audio in 1st person sounds super quiet but in 3rd person it would sound normal. This also happens to vehicles as well, quiet in 1st person but normal sounding in 3rd person. I have done the steam "verify integrity of game files" after that didn't work I did a full uninstall/reinstall of the game. still nothing. Example of the bug: https://www.youtube.com/watch?v=MokMxWNpaZo&feature=youtu.be -
Small application for converting WAV sound files to OGG and LIP formats which are used in ARMA series. - "One form" application - Conversion into OGG and LIP formats Download link: https://www.moddb.com/mods/csla-mod-for-arma-3/downloads/ogglip-converter Installation: Extract all files into any directory. For example: "C:\OggLipConverter" Help: Use key shortcut F1 in the running application.
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On Xbox my audio in game doesn't work properly. Once I start up the game I can't hear my footsteps in base and in an encounter as I run around. I've been playing on the map Batterie: Snodekt for most of the time in which this issue is happening I don't know if it happens in the other maps. The firing of a gun in the game is muffled to an extreme extent where it is difficult to hear it. Though sometimes the issue fixes itself far into an encounter I am currently playing. In other encounters I have a constant search sound effect that starts playing when I'm in the map and ends once I am out of it. The only ways I have been able to resolve it is by restart my game to correct the audio issues. I don't know if other people are experiencing the same issue as I am. I hope that this can be resolved later down the road. Thank you for your time I hope to hear from moderator soon to be informed on the situation causing me this problem.
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Playing sound while using boltcutters - help
Steel_Dragon posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am using Altis life Framework V5.0.0 I am trying to set of an alarm when using bolt cutters on - 1.house and 2. FED. I have successfully got the sound activating when a lock pick breaks on a vehicle with - [_curTarget,"caralarm"] remoteExec ["life_fnc_say3D",RANY]; and i have an alarm set off when robbing a gas station with - [_shop,"firealarm"] remoteExec ["life_fnc_say3D",0]; I have tried variations of these both and can not seem to get it to work. See spoiler below for the ways i have tried to implement it. any help would be much appreciated. Thank you.- 1 reply
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Bugs I experienced during the free to play weekend
emory largent posted a topic in Xbox Technical Issues
The bugs I’ve noticed when playing Vigor during the free to play weekend. - I noticed in the firing range when using the silver pigeon, the weapons animation is both bugged visually and the fact that the gun would show you reloading during the countdown and then you wouldn’t have any ammo in your weapon by the time it’s needed so you have to reload immediately when you start any of the challenges, also I’m not sure if it was intentional to make the scarecrows so far away in the challenge or I’m just not using the pigeon correctly. - Sometimes plates or bottles would be missing from a challenge and I’d have to restart my game to fix it. - While in a game was a generally smooth experience for what time I was given, I would say that the audio is a bit weird for sounds such as footsteps. When in a duo with my friend I can’t tell wether or not my friend and me are the ones I’m hearing or enemies because the footsteps would be delayed for about a second after we would stop moving. - Gunplay is ok, I didn’t necessarily have problems during my time in game but instead with the firing range mostly. - The shelter menu sometimes would bug to whenever I was in my equip menu, I would try to bring over one piece of ammo and I can’t see the ammo count unless I turned tabs and went back, having to go back and forth from tabs after every couple of taps. Also it sometimes sent the whole pile of ammo to my inventory and back when I had it on the 1x option. This is was my general experience of about 5 hours of gameplay during the weekend and this is also my first time posting something on a forum and I’m not very good at expressing myself.- 3 replies
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microphone Microphone working on all servers except the one I want to play on
Regoleech posted a topic in ARMA 3 - TROUBLESHOOTING
So after I reinstalled windows 10 my microphone hasn't been working in this one specific server. It worked before reinstalling Windows. I tested with another Arma profile and it didn't help. To my surprise I tried a couple of other servers and it worked on all of them. My working microphone is set to default in windows, it works in steam, I tried running steam and Arma in administrator mode, creating new Arma profiles, reinstalling Arma, checking microphone drivers, restarting PC. Before you ask, no I have not been banned from talking on the server, I checked 😂. My voice shows as transmitting but no sound is coming out. Specs : I5-7600k@4.6ghz, Windows 10, Nvidia GTX 1060, Asus prime z270-a. Headset is steelseries arctis 3 -
Hey guys, I am thinking of changing some tank reload sounds for use with my group. I am considering changing some of the default reload sounds of the round being loaded to a couple different ones. Only thing is, I'd like it to be kind of random across several different sounds. I already figured I would need to make a small mod out of it that would override the files that tanks use (in this case I believe it's default vanilla tank reload sfx). I think I would be able to override the sound itself, but I would like to have a few variants of the reload sfx which would be chosen and played at random. Is it possible to script in any way? I will be thankful for any guidance in this regard. Thanks! Adam
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I'm using a turtle beach headset and I must say this game sounds amazing! I'm also super stoked about the new door audio cues! But I am noticing one thing that's very distracting. Whenever I ADS and move my character around, my own footsteps sound like they're coming from behind me. It seriously scares the crap out of me everytime. I've slightly gotten used to it, but after coming back to the game from other titles, it still gets me once in awhile. Maybe it has to do with where the camera is being placed while aiming down sights. I'm posting because I did a quick search and didn't see other related posts. Thanks!
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Forcing audio volume settings on players
Dj Rolnik posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey all, I am currently preparing a mission which will feature a background music and ambient sounds. I would like to make sure that all the players hear it in case any of them had the music settings turned down to 0%. Is there any way to force audio volume settings on the players via a script or some addon so that I would be sure they can hear the music? Cheers, Adam