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Found 62 results

  1. INFORMATION For private and professional reasons, I can not continue this project until indefinitely. In addition, the theft within our community continues and not only destroys the reputation of the original authors but also provides for problems within different versions. Which leads to many problems! The original author fades in the background and his work loses value, the different versions always cause problems, which in turn fall back to the original Author. Sometimes we are confronted with bugs and errors that are not present in the original version, yet many users and subscribers do not know the difference between several versions. Not only does this cause frustration, it also reduces the quality and motivation of the authors, and in the end, they leave the community! We have seen a lot of good and creative minds going through this theft in recent years, and I see no motivation in continuing my private and unpaid work because of this behavior. I have tried several times to contact Steam, unfortunately without success. Also, I have the users and his workshop items reported (DMCA), also without success. Again, I have no hope for a change. I think it's a pity that they offer these possibilities, but can not protect the authors anymore. As the operator of this workshop, I see it as their responsibility to protect what many users appreciate about "modifiable" games and why they are also bought. Therefore, I see myself forced to take this step. I ask for understanding.  Thank you for years of support! It was a splendid time! I`ll keep the mod available over Steam Workshop, License and copyrights stay intact! But that wont stop the theft and multiplication of further, mixed versions that will cause problems. So please stay focused.  Thank you, LordJarhead 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/ Videos: Download: JSRS SOUNDMOD - 6.19.0130 In addition, I have a small selection of supported modifications: The Armaholic mirror version: JSRS Soundmod Installation: If you have any bugs to report, any questions or just want to give your feedback, you can also do this via discord! JSRS Soundmod Discord Server Changelogs JSRS Soundmod - 6.19.0130 Changes: Fixes: - Fixed Missing M197 Gatling sounds for RHS AH64 Apache - Fixed Wind sounds were way too loud - Fixed Wrong bikeys in some RHS Compat versions Additions: - Added Ricochet Shell sounds for 20-40mm and Shell rounds JSRS Soundmod - 6.19.0127 Changes: Additions - Added Very close distance cracks (Loud, screamy) Tweaks: - Tweaked Soniccracks got one more step (4 sets of cracks per ammo type) - Tweaked Distance sounds got a bit more bass - Tweaked Increased distance volume and distance values - Tweaked Distance filter threshold 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. 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.
  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. 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.
  6. 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.
  7. 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
  8. 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
  9. 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)
  10. 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! :)
  11. 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?
  12. 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?
  13. 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.
  14. 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
  15. Hello Everyone! So I'm making a custom campaign for me and some of my friends to play coop. So far I have been using audacity to create sounds files and declaring them with the description.ext using "class cfgsounds". So first I record my audio, then distort the voice and add static to simulate a radio effect, then I simply create a trigger that will play the sounds using the in game UI under EFFECT --> ANONYMOUS ---> MOB1(my custom radio sounding ogg file). So far it has worked great! Everyone can hear the sounds, it sounds like comms over a radio, its plenty loud and clear, and everything is great! On the 3rd mission I have all players inside a flying helicopter and attempt to use the same technique as the previous missions but for some reason the audio is so quiet that I couldn't even tell it was playing unless I listened very closely. I've tried using audacity to amplify the sound to insane values, use the "cfgsounds" to increases the volume, but no matter what I try the sound is still near silent and muffled. I tried to search around google, armaholic, and here to no avail. Does anyone know why the sound is so quiet in helicopters? Or even better, how to make the volume and clarity normal? Thanks for the help guys!
  16. he Sound overhaul that came with Tanks DLC and 1.82 audibly backfired. Two main problem manifested. 1.The engine pitch and RPM barly change when driving. Most vehicle seem to shift an endless set of gears at low rpm instead of shifting at a high rpm. This is particularly noticable uphill, when one would exspect to shift in low gear with high rpm. What we see on the dials is not what can be heard, the two factors, audible and intrument feedback don't corelate. 2. Volume and audible distance for vehicles. Audible range is simply much to short, onyl a few hundred meters. After 500m all vehicles, and that includes Tank, run completly silent. From my personal experience I remeber that MBT at med to high rev speed can be heard from a kilometer away and even beyond over an hill quite easily. Another issue is that you hear the road noise befor you even get to hear the tracks, but that road noise is that of a car on gravel. Much later you can barly hear the engine. This should be reversed...you hear the engine first, followed by the track noise and then, if not completly overlayed, you can hear gravel sound from track contact. The game entered a very strange stage now, introducing such problems at the end of its development. A Solution must make it into the planned hotfix.
  17. MrMagnificent

    No Sound What so ever

    Upon launching Arma 3 I am unable to hear all sounds related to the game. I have restarted the game, as well as my computer, Along with reinstalling arma 3 but to no success. I had recently purchased DLC's for Arma 3, Those including Apex, Helicopters, Karts, and marksmen. However i do not believe these to be the problem as when i launched the game yesterday (the day i bought the dlc's) everything seemed perfectly fine. The problem occurred all within the span of a day with no real indication as to what caused it. I had not changed any settings involving the audio in arma 3 recently and i have made sure to change headsets as well as making sure i didn't accidentally mute the sound coming from it. I do not have any mods installed
  18. This is designed to work where you have 'enableSentences False' either on server or mission, adding dynamic sounds to units (on death, reload, low ammo, friendly fire, being sniped, nearby teammate is killed, killing an enemy, being shot-wounded etc.) for German, US and Russian factions (POL units sharing US sounds for now). It is similar to my other VO mod, this one uses Day Of infamy and Rising Storm sound samples for factions, well done native Russian and German voice-overs. Still needs lot of work, some sounds are not at equal level, some sound too loud some are silent in firefight etc. nonetheless, I've tested this properly and it is working fine. NOTE: I've only tested with IFA3_LITE so I don't know its compatibility with other mods. Download/subscribe: https://steamcommunity.com/sharedfiles/filedetails/?id=1361160962
  19. Hello, Does anyone know of a way to make the Arma sounds continue playing when I'm tabbed out? I'm aware of the -noPause parameter and I'm using it and it works for picture, however the sound is paused.
  20. Hello all! Newly released is the EA-18G RealSound mod! Having completed the F-16C sound mod, it paved way for a whole new era for us here at RealSound. The newest addition to the lineup is Firewill's EA-18G Growler! Here's a brief video of what it sounds like in-game: Major features overview: Entirely new sound-sets for interior and exterior samples - including startup/shutdown! BUG REPORTS / FEEDBACK: If you encounter any other bugs, issues or have feedback that I would find constructive - please share it below or send me a message. DOWNLOAD! Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1289519912 ArmAHolic: Coming Soon Google Drive: Link 1 --NOTES--- * This mod requires Firewill's EA-18G Growler mod, available on ArmAholic and the Steam Workshop. --CHANGELOG / MOD STATUS:-- Known issues: - Sometimes the plane is silent when flying over, think this is an ArmA scripting issue. Happens with other aircraft as well. *Wishlist* - Change pitch of idle based on throttle inputs (not sure how to do this) - Get distance filters to work properly (buggy, issues with implementing) - Stereo processors implementation (same as ^)
  21. It is finally here, ladies and gentleman! After several months of waiting, implementing and overhauling - the sound mod for Firewill's F-16C/D Fighting Falcon is now in v1.0! Whoo hoo! To celebrate, I made a short video showcasing a taste of what it's like in-game. Huge shout out to the Air Combat Command guys (Dogs, Haze, Fett and Bomb) for helping me out with filming and MP testing. Also a big shout out to Laxemann, who helped me understand a few things about the new audio system and answered all of my questions. Here it is! There's been a LOT done to this aircraft since the initial video I released in October, which showcased what I've been working on, but the end result is an improvement I never thought we could make. A changelog is available below, if you're into that sort of thing. One thing that I'm still trying to get working is the low-pass filters and new stereo processors for use with this and future aircraft sound mods, it's on the wishlist - hopefully I can add it in a patch later down the road if we ever figure it out. Oh yeah, this will also be available for download on the ArmA 3 Workshop! This is a huge milestone for me and Shazer, so why not give this mod the full treatment? ;) Major features overview: Implemented several new soundsets to the aircraft Much more realistic interior Clearer / better sound samples for exterior Finally; If you encounter any other bugs, issues or have feedback that I would find constructive - please share it below or send me a message. DOWNLOAD! Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=1193740840 ArmAHolic: Coming Soon Google Drive: Server 1 --NOTES--- * This mod requires Firewill's F-16C/D Fighting Falcon mod, available on ArmAholic and the Steam Workshop. --CHANGELOG / MOD STATUS:-- Known issues: - Sometimes the plane is silent when flying over, think this is an ArmA scripting issue. *Wishlist* - Change pitch of idle based on throttle inputs (not sure how to do this) - Get distance filters to work properly (buggy, issues with implementing) - Stereo processors implementation (same as ^) v1.0.1 TWEAKS: - Increase volume on nearly all exterior samples - Tweaked shutdown/startup volumes. FIXES: - Fixed exterior shutdown sequence not working properly (incorrect file format) - Exterior idle_distant sample was not correctly defined. v1.0 - Successfully implement all new Jets DLC soundSets and Shaders - New idle samples - All new interior samples - New close proximity rear forsage (afterburner) sound - Low throttle distance sound - Frontal approach sound - Custom ranges set for some samples - New customized filters for current and future releases - Cleaned up config, new separated shader/set files - Interior / exterior idle volume increase - Eliminate noticeable exterior idle loop int/ext (0.7.8) - Mid-throttle sound for close proximity - New full throttle sounds (distance and forsage) - Implement "D" variant into config. - A lot of tweaks and fixes I can't fully list v0.4 (10-2017) - Implement shaders / sets into aircraft config. - Initial sound adjustments v0.2 (02-2016) - Firewill's F-16C varient release - Overhaul of all sound files - Added actuator sound upon thrust (exterior) - Added several high/low pass filters to interior for more realism - Exterior start-up sequence changed - Idle sound replaced - Exterior throttle up a/b added - Eden compatibility (currently trying to remove Firewill's afterburner scripted sound file as it just ruins the realism, will be added in a hotfix) v0.1 (04-2015) - Initial release for USAF Mod.
  22. Legija Missaky

    Sound

    how can I let music be heard continuously in the game? So literally nonstop is played on the trigger
  23. Title CZ75 Ambient Music Author LuzifR Description This addon adds some ambient music to your mission. It starts automatically when you play a scenario. Required Addons CBA Download Signed: Yes, serverkey included Installation Extract the file(s) to your ArmA3 directory. Now you can use a following parameter to start ArmA3 with this mod: -mod=(mod folder). Included files cz75_ambientmusic.pbo Media Credits & Thanks Script made by LuzifR Sounds by CO.AG Music https://www.youtube.com/channel/UCcavSftXHgxLBWwLDm_bNvA Tested by CZ75-Squad TS3-, FTP- and ARMA-Server by The Oldboys Changelog v170921 - fixed some ogg-files v170914 - first release
  24. playsound3d ["A3\dubbing_radio_f_data_eng\Male01ENG\RadioProtocolENG\Normal\140_Com_Status\AmmoCritical_1.ogg",player]; playsound3d ["A3\dubbing_radio_f_data_gre\Male01GRE\RadioProtocolGRE\Normal\140_Com_Status\AmmoCritical_2.ogg",player]; not working, playsound3d ["A3\dubbing_f_beta\firing_drills\Timing\firing_drills_timing_ROF_0.ogg",player]; it's working,
  25. Good morning/evening! This is my first post on the forums after years of reading and searching, so please bear with me! I have been attempting to put a weapon into the game, and I have had great success so far, currently it is working in game, the model, textures, configs (mostly) and all properties like firing speed, and the ammo and magazines work. However. I cannot, after 50+ times of trial and error, get the weapon firing sound effect to work. The empty sound effect, and reloading sound effect work but not my custom firing sound. Blow is a copy of my script in its current state. This is a Star Wars weapon, and I am 100% sure i have all my file names correct. I am convinced maybe I have the path to the sound effect "wpn_rep_blaster_fire.wss" located in the "DC15SMOD\sound\" folder incorrectly formatted, as the weapon reload and empty sounds are just dependencies from another star wars mod. Most of this is practice based off of the Weapon Sample config in ARMA Samples. Any help would be greatly appreciated. I know there is also a parameter for suppressed/non-suppressed weapon sounds, but this weapon will not be suppressed at all, and I could not find any information on how to set the sound configs up correctly either. Any help would be greatly appreciated!
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