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Found 73 results

  1. 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.19.1114 In addition, I have a small selection of supported modifications: The Armaholic mirror version: JSRS Soundmod Videos: Installation: Changelogs JSRS Soundmod Update CE.19.1114: Fixes: - Fixed the key... again! New Key, new signatures, hope this works this time *eyes rolling* Tweaks - Tweaked weapon sound volume, had to bring them down as the current state distorts the sounds a lot - Tweaked multiple distances and volumes for various effects such as the movement, way to dominant - Tweaked explosion sounds were just a distorted scream without bass, kinda tried to fix them back up - Tweaked some of the weaopn sounds during my "its been months, let's hear how it sounds like" routine 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)
  2. 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.
  3. After the latest update i noticed (whilst wearing my headphones) that the sound In Arma 3 changed quite a bit, i don't know if its a glitch or bug but now rather than the sound being 'surround sound' (aka i can hear in both headphones when outside a vehicle), instead now whenever i turn my character left or right, that dictates which headphone the actual sound comes through. An example would be starting up a helo, yes i can hear it in both headphones when inside the cockpit, but as soon as i get out, i can only head the sound of the rotor blades and engine switching off according to whichever side my character is parallel-wise to helo itself. I know for a fact that this has changed because before-hand it was deafening when one exited from a vehicle of any sort when it was still running (not that its bad at all it). If anyone know anything about this or has experienced it themselves a little help would be gratefully received as sound in Arma 3 was one of my if not my favourite feature of the game! Thanks in advance for any help
  4. Author: göko 'the0utsider', Spectre, 654Wak654 Website/Repo: https://github.com/the0utsider/unit-voiceovers Short description: Dynamic 3D-positional voiceovers MP compatible: Yes *Has to be loaded on both server and client Requirements: CBA Version: v1.46 "Imbroglio" Signed: Yes Description: This is not a regular replacement mod to patch/replace existing sound files. It is a unique experiment using NWI's iconic game "Insurgency" resources; this addon is created to improve overall experience and bring dynamism to increase situational awareness, to simulate better close quarters combat in Arma 3. Features Complete overhaul for default arma unit voice-overs Opfor, independent, and blufor sides use different sets of voices Randomized samples for each action Spot enemy / callout targets direction (Default key 'T') ACE3 Medical compatibility Custom Nationality system (@spectre) Almost 1000 different sound samples total Supports transferring unit locality Works independent from 'enableSentences false' setting For more information on features and customizability, please see github readme For defining custom nationalities and other functions, please see github wiki Special thanks: 654wak654 Thanks bud, none of it would exist without your imagination and experience. gebbet for support sergentKappa for help Spectre For giving proper test and feedback since I first created this, and becoming a part of development: implementing CBA methods like 'statemachine', solutions to add custom sounds/creating custom samples. Also providing a WIKI and taking a step to make this a true community mod, thanks. And thank you all the rest at the other end who enjoy and cherish this.
  5. I asked a similar question on Reddit and got some excellent input, but I think I'm just in way over my head. I've never messed around with configs, and it's horrendously confusing. I have a weapons pack that, while it looks fantastic, uses the old vanilla rifle sounds (which in my opinion aren't that great). As such I wanted to replace the weapon firing sounds with another, IE the M4 sounds from RHS. After a few hours of googling, getting help elsewhere, as well as reading this guide about six times, I'm still totally lost. Like I said above my experience with editing in Arma is pretty much 0, and it's all horrendously confusing. While the tutorial had a lot of good info, it seems to be more focused on replacing equipment and the like (the section for "sound" is totally empty). Can I please get some help? I've been tearing my hair out over this for almost five hours now and it's not making any more sense.
  6. 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.
  7. GF Custom Deathscreen Script by GEORGE FLOROS [GR] Description: Adding an image of blood and sound when killed to spice it a little bit . You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation: Installation / Usage: For usage instructions and information of how to use the GF Custom Deathscreen Script , please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf and the description.ext , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.1 fixed name v1.0 Forum topic: - Armaholic forums Armaholic GF Custom Deathscreen Script
  8. Hey, I am in need of help with trigger conditions checking whether there are enemy units (OPFOR) present inside vehicles such as jets, helicopters or boats. The idea is to have the trigger check whether enemy aircraft (or boats, but that's really low priority and optional) is approaching a large location covered by a trigger (about 10+km in size) and when that happens, launch an alarm sound effect in a certain place on the map (possibly not the trigger itself, because they are supposed to be placed in different locations). The important thing is that it's not only OPFOR - present, as the activation type, but OPFOR units in aircraft-type vehicles. An extra nice-to-have feature (if even doable) would be to display a hint or any kind of message on the screen informing about the type of aircraft incoming (not necessarily the name of the specific type of aircraft, but rather its type, so in that case "helicopter" or "jet"). I would be grateful for help in defining this condition! Thanks! Adam
  9. LAxemann and Jokoho482 proudly present... DynaSound 2.0 What is DynaSound 2.0? DynaSound 2.0 is a sound modification for ArmA3 and all of it's DLCs. It mainly focuses on weapon- and explosion sounds, however all helicopters as well as the Xi'an VTOL were redone, too. Feature list: • All weapon sounds were redone, mainly using high-quality recordings. • Shooting from inside a building reduces the distance one can be heard. • A differenciated and thoughtfully mixed soundscape. Due to a higher dynamic range and less compression, you can and have to turn your volume up in order to bring out the details and punch! • Custom bullet supersonic cracks as well as subsonic "swooshs". • All helicopters as well as the Xi'an VTOL were redone . • Distant-sounds for helicopters. • Flyby sounds for helictopers as well as the Xi'an VTOL. • Rocket flyby sounds. "swiush!" • Incoming rocket sounds for the MLRS. Usually is the last thing you hear. • New explosion sounds • When firing a rocket, the engine sound actually originates from the rocket and is moving away from you. Try the MLRS! Media There is no fancy trailer for the moment, however there is quite a bit of material on my YouTube Channel. Here are some of the APEX weapon sounds: Known issues • The m134 gatling gun might sound weird when not in first person - A recent issue and I'm trying to fix it. • Some volume balancing might have to be done here and there as I went on a tweaking rampage shortly before release and I might have overseen something. :) • Most explosions are still the DynaSound 1 ones and will be redone over the time. • It's not DynaSound 3 yet Dependencies Requires CBA A3. Download ArmAholic Steam Workshop Download (2.21){/url] Credits • Bohemia Interactive for this piece of software that stole my soul. • Jokoho482 for rewriting and improving pretty much every script I've ever done while teaching me tons of stuff. So much love! • Megagoth because love. • Everybody who kept motivating me over the last two and a half years! :) • Everybody who enjoys what we do. :) If you enjoy our content, feel free to leave us a cup of coffee via a PayPal donation. Would make our day! It's my paypal donation account, but every donation will be shared with Jokoho.
  10. Trying to change sounds of "Van_02_base_F" and "Van_02_base_F" classes. Recorded real russian engine UMZ-421 samples, wrote appropriate sound config, but it didn't work. Vehicle, based on these classes, still sounds as vanila via soundshaders while I see my new records in config veiwer. Added this soundSetsInt[] = {}; soundSetsExt[] = {}; but still no result. I can hear my engine start and stop sounds, sound of shaders now disappeared, but my new sound still inactive. What should be a reason? Please, help! I don't want to make new sounds via soundshaders because of bugs and current soundset of thises classes doesn't meet my requirements, so i can't just rewrite vanilla soundshaders.
  11. I am porting over a mod from ARMA 2 called vf-1s super Valkyrie http://www.armaholic.com/page.php?id=14518 I kind of grew tired of waiting for somebody to port it over so I'm trying to do it myself I have no experience and I've mostly got it working except for sounds and I need to figure out how to move the location inside of the aircraft of the pilot further down but that part can wait I want to get the sound working I've already got jet sounds to work properly and I have yet to switch everything to WSS for Arma 3 yes I have to convert it out of WSS from ARMA 2 that part's easy however coating is not my strong suit neither is punctuation and I've already got the sounds for the engine working somehow Any help or advice would be deeply appreciated and I can't seem to really find any good tutorials anywhere on explanations here's the config.cpp code
  12. Introduction Since the release of the NATO close air support plane, we were missing the power of the real A-10, the role model of the A-164. With bringing the A-164 into the game, Bohemia introduced a gun which was neither able to destroy a simple APC nor really effective against infantry. So we, passionate pilots, decided to see what we can do, and this mod is the result. What does it do? The core focus of the mod is to increase the damage to achieve a more realistic result. We also completely overhauled all sounds and particle effects, just take a look at our announcement trailer. Dependencies There are no dependencies with other mods. Compatibility The mod is compatible with multiple other A-10 mods. Among them are: ACE RHS Peral STI EricJ Fullerpj CUP Firewill License Changelog Download GitHub Steam Workshop Armaholic withSIX
  13. Hello, someone knows how a trigger can be activated just when a sound ends? For example when a trigger starts a sound, i want when it ends, another trigger should be activated. I would be so grateful, thanks
  14. Welcome to the Adaptive music mod known as Mood Jukebox. This mod will allow music to play on the start of a mission and will adapt to the scenario you are in. This Adaptive music mod is based on a stress level system which is managed by how many gunshots/bullets are going in the vicinity. From my testing, it seems to decrease the stress either by eliminating all enemies in the surrounding block or getting a long distance away from the enemy. I find it nice for the combat music to still be playing when trying to finish clearing buildings to build tension if the last guy is still around. No map modules or scripts needed to start which makes this script a ton of fun to use when doing some of the workshop based scenario that needs some "UMF" to it to kick start the action. This mod is multiplayer compatible as long as CBA 3 is permitted and allowed (life servers may be difficult to use on, if they require CBA 3 then it may be an exception). (Demonstration Video here) I have posted these mods on Steam for now. I don't know about ArmaHolic right now but I can leave a Google Drive link for the time being. Google Drive Link (Contains both): https://drive.google.com/file/d/14-ADjm04lzwZFVi3_NVH_ndOP-iVyPY9/view?usp=sharing Steam With Debug Window HUD link: https://steamcommunity.com/sharedfiles/filedetails/?id=1777807089 Steam No Debug window HUD link: https://steamcommunity.com/sharedfiles/filedetails/?id=1777898611 The current selection of songs is completely safe to use on streams and "should" not be recognized when played. (proof of songs not detected in a video I did a while back: https://youtu.be/JIXmkoB9A8g). !!NOTE!!: I have no problem with people changing the music in the mod to update/change your assortment of songs so have at it :). I will provide a tutorial video on how to change the songs on the picture section and it will require "WORK". Also, a Readme file placed in the mod will have the same set of instructions and a template of the format. Current Bugs: - A black window showing an error on line 15 of the script called main.sqf (everything is working correctly, just wait 20 seconds and it will disappear) - This mod is compatible to use on servers without any prereqs but it will not restart the script after respawn or being revived. - I have noticed at times, probably if the audio sources max out, the music may not play ... I cannot conclude if that is the problem since the Config and file audio files are there in the correct place. !!!!!!!! CALLING ALL MODDERS!!!!!!!! I am asking for help from any modder's and helpers to help with this mod! I am still trying to figure out this issue with the mod not being able to restart the music after a respawn or after going down. Any assistance is appreciated. As well as helping with creating a server key. My knowledge of Arma 3 modding is limited but I do hope that there are people that are willing to help make this mod succeed. PLEASE LEAVE ANY INTEREST IN HELPING IN THE CALLING ALL MODDERS FORUM PAGE ON THIS WORKSHOP PAGE OR ON THIS FORUM POST. thanks. This is the Real author (Scifer) description of the script/mod addon. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- This script automatically sums an unlimited number of music packs, dynamically selects the most appropriate mood according to player's stress level, engagement and weather and randomly plays its track. This is a very powerful script/addon which can dynamically turn the silent Arma3 into a completely musical game. Features: Playlist building: Every music packs entered in arguments list are automatically summed and its tracks are assigned to its respective mood playlists. Shoot detection: The player is influenced by two event handlers. When the player is "hit" his stress is set to 100%, and when he's "firedNear" his stress increases by 10. Units Detection: When you spot enemies, their threat is proportional to how much you know about them. Then the stress level increases towards "tension" mood according to the sum of their threat level. Defining mood by stress level: There are four moods: - "truce" for stress levels under 50% in clear day - "darkness" for stress levels under 50% in heavy weather or night - "tension" for stress level above 50% - "sadness" for death scene. Selecting random track: Random track are dynamically selected according to mood players mood. Playing music: Music will be played whenever the mood changes or the track ends. Display: You can customize which MoodJukebox data and music data are displayed. Dynamic fading: Music volume dynamically drops as stress level approaches a change of mood. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Please, If you decide to make a separate mod upload. BE SURE TO LINK THE MOD BACK TO HERE IN THE MOD DESCRIPTION PLEASE AND GIVE CREDIT TO WHERE IT IS NEEDED! Help Make this mod succeed! please like and share! Please comment on any ideas or feedback. I will do the best I can to reply to questions. Anything related to interest in helping, please go to the Calling All Modders link and ask to see what can be done. Thanks, and enjoy 🙂 Cheif22
  15. Adding needful sounds one-by-one to the Description.ext is annoying. I want to add all the sounds by defining the class as ALL of cfgsound. The sound browser mod, here: http://www.armaholic.com/page.php?id=34408, has all the sounds loaded usable by defining the whole cfgsound library but I can't figure out how. Any ideas how to accomplish this?
  16. This has been going on for a couple of weeks now, on the main version as well as the dev branch. Everytime I start the game in both Virtual Arsenal as well as normal gamemodes I can't hear any shooting, talking music etc. I checked the in game sound settings, verified A3 files, uninstalled and reinstalled the game, checked if my settings worked with other games and appes, if it's a problem with my headset or speakers and everything points in the direction of ArmA simply not playing sound properly. Does anyone have an idea how I can solve this problem?
  17. Hello everyone, I just started playing ARMA 3 on my new pc, fixed the fps issues and now I have another problems, regarding game sounds. To begin with, while in single player missions or showcases, I can hear random car sounds, like a car passing right besides me, or even pulling up behind me, just because for me to run away from my position. These bugs also happen with helicopters and bullets. Now in multiplayer the story is a bit different, but yet kinda similar. I can hear tanks from a mile ahead of me, and the bullet sounds are just ugh... I can stand behind an enemy tank just to hear a suppressive enemy fire and not the actual tank's sound effects. I've been trying to find anyone with a similar problem, but yet had no results. If anyone have experienced this issue please let me know, or maybe this is the part of the game bugs. Anyway, thanks in advance!
  18. LAxemann and Jokoho482 proudly present... Enhanced Soundscape What is Enhanced Soundscape? Enhanced Soundscape is a sound enhancement modification for ArmA3. It adds additional, weapon-sound related features to the game. Those are hill/mountain reverb and reflections, forest reflections as well as reflections from houses in urban areas. The basic principle is: Firing a weapon creates a loud noise, noise is waves that swing through the air/make the air swing and those waves get reflected off objects and terrain. The volume levels were done with my soundmod "DynaSound 2" in mind, but ES works with every mod including the vanilla sounds since nothing "core" is changed. Real-time calculated Hill/mountain reverb: The feature simulates the reflection of the gunshot-noise when there are hills around you. The further the mountain/hill, the more diffuse the reflection will be. Close terrain will reflect a clear "popp", while mountains in the distance will send back a diffuse, "crumbly" echo. The feature is calculated in real-time and real-environment, meaning you will actually be able to see the mountain the shot got reflected from. Forest reverb: So many trees and plants around you create some kind of "half-enclosed space". You will hear a thick layer all around you when firing inside a forest! Urban reverb: The many hard surfaces of houses in urban areas give a very direct and harsh reflection when firing a gun. The mod simulates this by playing slapback sounds from the actual walls when firing next to houses in urban areas. The result is a "thickened" feeling when firing your gun. Media Here is an explanation video of the mountain reverb (using old and outdated sounds!) Known issues None at the moment. Dependencies Requires CBA A3 Download Steam Workshop ArmAholic Changelog Credits • Bohemia Interactive for this piece of software that stole my soul. • Jokoho482 for rewriting and improving pretty much every script of Enhanced Soundscape while teaching me tons and tons of stuff. So much love! He made this possible. • Everybody who kept motivating me over the last two and a half years! :) • Everybody who enjoys what we do. :) • I totally copy/pasted this from the DynaSound thread. If you enjoy our content, feel free to leave us a cup of coffee via a PayPal donation. Would make our day! It's my paypal donation account, but every donation will be shared with Jokoho.
  19. Hello! I had to create a workaround* when using triggers to be able to broadcast sound effects with hints to all connected clients (on dedicated server) and all is good excluding the fact that I'm unable to use the sound I'd like to, probably because I don't know how to correctly reference it (incorrect filename or something the like). I'm using remoteExec to broadcast sounds to all connected clients. Using the method is tried and tested to work with vanilla sound Alarm: "Alarm" remoteExec ["playSound"]; As for the sound file I'd like to use, I tried to use absolute(?) path and filename with and without the extension, like so: "a3\missions_f_beta\data\sounds\firing_drills\checkpoint_not_clear.wss" "checkpoint_not_clear.wss" "checkpoint_not_clear" but all these depending on what I was trying at the time of testing were returned with Sound nnnn not found. When we're talking about vanilla sounds there should not be the need to grab that one sound file I'd like to use and add it to my mission (and then reference the sound from the mission folder) or is there? So how do I correctly reference A3 vanilla sounds to be used in a trigger? Is there perchance a separate config file somewhere that would show the correct names of the sound files with which to reference them? Or should I use setSoundEffect (but I still wouldn't know how to correctly reference the sound file)? * It's all fun and games when you are creating a multiplayer mission and it's sort of slowly closing to be "finalized any moment now!". You've been testing it meticulously by running it as multiplayer mission through the in-game editor. And when you switch to dedicated server to test not much of the already established to be working is actually working, like simple triggers with hints and trigger (sound) effects.
  20. This has really bugged me for a long ass time whenever I shoot it always does a distorted sound and I just have turned it off and I really want it on HeadSet: https://www.amazon.com/Micolindun-Headphones-Surround-Reduction-Smartphones/dp/B074X2LK3L/ref=sr_1_1_sspa?ie=UTF8&qid=1548646500&sr=8-1-spons&keywords=hunterspider+gaming+headset&psc=1 Discord: Doc#4839 If you know the fix add me on discord to tell me -Doc
  21. Hello. I want to keep the reload sound of the tank from outside. I have been looking for a way to do this for 5 months, but I could not find a solution because I am not good at English. The current situation is where Leopard2's reloadsound from BWMOD can be heard from both inside and outside. Other addons are not (e.g. RHS M1, T-Series, Arma3 Basic Tank etc..) I want to find a solution to this problem. I checked to see if the Sound.cfg of the other addons was different, but I didn't see any difference. There are many experts here, so I ask you a question. Please help me. What I want: (Reload Sound will not be heard from outside (3 person)
  22. Hey, I'm working on a horror mission with puzzles. The trouble has to do with some scripts due to my knowledge. I have one trigger playing a sound. The sound is 21 seconds long. Once the sound trigger has been activated, the player has to go and activate another trigger within those 21 seconds. The second trigger should be activated only when the sound is being played. I'm asking for a solution for the condition field of the second trigger. I'm thinking of something like: this && while {true} do (or something like this) Puzzle idea from Amnesia: The Dark Descent. Link to video: https://youtu.be/dLTcEDjR4VY?t=408 Highly appreciate your help, and thanks in advance! :)
  23. I connect the controller and listen to the sound through the earphone. Inside the game, the sound is only heard to the left and the 3d sound does not work except voice chat and announcer voice. What happened to my sound?
  24. Meaning - if I make a script, that plays a sound or music track origining from a DLC, would it play for the one, who doesn't own that DLC, or he'll see only error message about not existing sound/music classname?
  25. MadSKillz389

    Door and Step Sounds

    Hi, So far is a very interesting game and is going to get far in this genre. My suggestion is that the steps of other players and our own character should be better. If someone is on the same house you can barely hear the steps at all and I have gaming headphones. Also the door should make a better sound when you open it that would make othr players aware of danger and even the odds. The closing and opening of doors should make a louder sound as well. When you land from a higher position it should make a sound as well. There are some flashing items that you can not get. I got shot trying to get items from different positions because the X would not appear. Some openings would not let you go through even if they are clearly a way through. That’s my input.
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