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Thread: Advanced Combat Sound Environment WiP Thread

  1. #141
    Sergeant Major JuggernautOfWar's Avatar
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    Woah this is exactly what we all need. Man that blew me away! Great job guys keep up the good work!

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  2. #142
    Quote Originally Posted by JuggernautOfWar View Post
    My most anticipated mod of 2012.
    +1



    I´ll be tempted to wear hearing protection while playing ArmA

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  3. #143
    Staff Sergeant tpM's Avatar
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    Just some AK soundtest, but you can also notice we have specific sound for raising up the weapon for aiming.

    Last edited by tpM; Apr 11 2012 at 09:37.

    ACE SM feedback ticket

    ACSE

    Spoiler:

  4. #144
    Sounds good. Nice and sharp but not hissy.
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  5. #145
    Second Lieutenant Kremator's Avatar
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    Very nice tpM. I take it that ACE won't be required for it ?

  6. #146
    Staff Sergeant tpM's Avatar
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    No, but certain features will be ACE dependent like the earplug effect you can see (hear) in the video. It'll only require ACE SM and CBA to run.
    Last edited by tpM; Apr 11 2012 at 17:40.

  7. #147
    Master Gunnery Sergeant b00ce's Avatar
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    Can't wait to hear a full scale battle with this. Sounds great!

  8. #148
    oh yes, the echo/reverberation effects are what i'm waiting for most.
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  9. #149
    Second Lieutenant Kremator's Avatar
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    So is the idea to be able to integrate this mod with JSRS as well? Or will it be a completely separate entity tpM ?

  10. #150
    Staff Sergeant tpM's Avatar
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    Well it dont work the same way as HARCP DSS. That simply added a seperate echo SFX (a 2nd soundfile) on firing so even when you ran a different soundmod, the echo FX was still played (though it wasnt really good with soundmods already having long trailoffs). ACSE uses seperate "whole" firing sounds per condition (distance/environment) e.g. an M4 in your hands with some trees around will use "m4_1p_woodland.wss", but when someone fires his in the village 300 meters away from you you'll hear "m4_far_houses.wss". So its not about playing a bunch of sound layers and let the engine mix them, but simply use one sound per shot based on surroundings and distance from the listener. This allows much more freedom and flexibility than DSS had; for example, the indoor firing is not just the base weapon sound with a specific, shorter reverb mixed in, but really different, louder bang. Jarhead and the other soundguys will need to adopt the system (= make their own sounds for distances, environment) if they want their own dynamic soundscape, but a few months before A3 and its new soundengine I dont think they'll do it. Its really time consuming and hard work if you want to maintain consistence and quality among such amount of sounds. I hope I answered your question. :>
    Last edited by tpM; Apr 12 2012 at 00:31. Reason: typo

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