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Thread: Advanced Combat Sound Environment WiP Thread

  1. #11
    maturin:
    We're going to make all vanilla infantry and vehicle weapon sounds replaced just to make sure they have comparable loudness levels. I was working hard to incorporate features like better burst handling for multiple guns (for example ZU-23, ZSU-23, 2S6M), so even such issues should be improved.

    About 3rd party addons, making them compatible with ACSE would be easy as pie - otherwise they'll simply use their default sounds, so nothing should break there.


    Spoiler:

  2. #12
    Well that's just awesome. I like the sounds in the video, too. I suppose now that the sounds don't have to stand in for all ranges and conditions, you can be suitably thunderous with the close-up discharges.
    My Chernarussian Civil War SP missions:
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  3. #13
    Staff Sergeant tpM's Avatar
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    Speaking of vehicle weapons, it will be also possible to have different interior/exterior sounds for vehicle weapons like tank guns, gunship autocannons etc...

    ACE SM feedback ticket

    ACSE

    Spoiler:

  4. #14
    Quote Originally Posted by tpM View Post
    Speaking of vehicle weapons, it will be also possible to have different interior/exterior sounds for vehicle weapons like tank guns, gunship autocannons etc...

    Ofcourse not, everyone knows Arma2 is very unmoddable. /sarcasm
    United as one, divided by zero.

  5. #15
    Very cool


  6. #16
    Quote Originally Posted by tpM View Post
    Speaking of vehicle weapons, it will be also possible to have different interior/exterior sounds for vehicle weapons like tank guns, gunship autocannons etc...
    Mate, this is sounds great to me! With such a 'system' I would able to really create the sound I ever wanted to do! This is nice. Best of luck mates!

    Jarhead

  7. #17
    Hey I have a question and maybe I already have the answer but:
    automatically detect 3rd party mods/weapons with custom sounds and let them be,
    If I have a custom soundmod, does this mean that it inherits this system while using its own sound or will just be the soundmod without the system?

    maybe the answer?:
    It'll affect most of (if not all) weapons, including ACEX ones.

    And then last question:
    making them compatible with ACSE would be easy as pie - otherwise they'll simply use their default sounds, so nothing should break there.
    Does this mean that the soundmodmaker needs to make some script of some kind? or is it something other people can do?

  8. #18
    Staff Sergeant tpM's Avatar
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    Other soundguys just need to make their sounds and config them the way they like.

  9. #19
    Quote Originally Posted by tpM View Post
    GiorgyGR:
    ACE SM is a standalone soundmod (you can use it without ACE), dont know what do you mean under "official replacement" .
    Tnx tpM
    Heh..with the "official" expression i mean that every server (and maybe 90% of clients) who uses ACE,they do it with the help of SIX_updater or YOMA sync-and they get ACE_SM also by "Default" in a manner of speaking.
    Now..an extra SoundMod?
    I 'believe' in your vision..but my estimation will be at best 70-80% of clan/public ACE servers will NOT get in the trouble to integrate an EXTRA Soundmod (although this SM opens NEW possibilities)

    *Please excuse the poor use of English language..and i hope :
    1)..either this will be the new "default" ACE_SM..
    2)..either my (sad) estimations will fail ..

    Thanks again

  10. #20
    are the distance sounds generated or is it possible to add different sound samples?

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