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Thread: Advanced Combat Sound Environment WiP Thread

  1. #201
    Staff Sergeant tpM's Avatar
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    Quote Originally Posted by Brigar View Post
    HI there

    i have a Problem with the Direct sound in ACRE and my 5.1 System
    i can her Peoples in my Rear only very very soft.
    And if there more than 2 Meters away in my Rear i can´t hear them anymore.
    The Rest of acre and the 5.1 system works perfect ony the Direct sound in the Rear i can´t hear

    Please Help me.

    P.S. Sorry for my Poor English.


    Wrong door mate, report it at the ACRE thread here.

    ACE SM feedback ticket

    ACSE

    Spoiler:

  2. #202

  3. #203
    Second Lieutenant Kremator's Avatar
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    I feel an infraction coming on, considering how often tpM posts. Please learn that asking for updates rarely achieves anything!

  4. #204
    Staff Sergeant tpM's Avatar
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    Well, zGuba coded a really nice new feature, which is about shifting the sound's pitch depending on the listeners perspective (angle). The pitch of the (shot) sound will be lower if you are behind the shooter, normal (no change in original pitch) when you are next to him/her, and higher when you are in front of the muzzle (which is not a good thing to do ).

    Anyhow, we still have RL stuff going on, don't expect it before Autumn.

  5. #205
    Second Lieutenant Kremator's Avatar
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    Maybe a good idea to get a mod to lock the thread until you have news tpM .... that will stop the annoying pests.

  6. #206
    Staff Sergeant tpM's Avatar
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    To be honest, I'm not annoyed by these questions. It's understandable that people are hungry and impatient for stuff like this.

  7. #207
    First Lieutenant Tonci87's Avatar
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    Quote Originally Posted by tpM View Post
    Well, zGuba coded a really nice new feature, which is about shifting the sound's pitch depending on the listeners perspective (angle). The pitch of the (shot) sound will be lower if you are behind the shooter, normal (no change in original pitch) when you are next to him/her, and higher when you are in front of the muzzle (which is not a good thing to do ).

    Anyhow, we still have RL stuff going on, don't expect it before Autumn.
    Is that heavy on Performance? Potential of introducing Script Lag?

  8. #208
    Staff Sergeant tpM's Avatar
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    No, at least I didn't notice any performance issues with it so far. Only had noticable FPS drop when 30 soldiers fired in fullauto at the same time, but I set up the same in vanilla Arma and had similiar results. So ACSE is quite performance friendly, though it yet has to be tested in intensive MP environment. (But since it runs local, I'm not concerned about MP stability.)

  9. #209
    Spam removed, thread closed as requested.

  10. #210
    Staff Sergeant tpM's Avatar
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    Unhappy

    Heya,

    The project is on halt (kinda') for an unknown period (probably not so long) of time because we are having RL troubles and other sh*t going on. We did some improvements in the past, which includes a sound dampening simulation (see video below) and some minor things. We have plans for more awesome stuff which will be implemented later, but sadly ACSE in it's current state is not ready for release. We are working on it when our time allows, but lately this became a quite rare occasion.

    I moved to the UK last week, and currently don't have access to a computer which could allow me to do serious editing. zGuba has lots of RL job related work and other stuff, but we still really fascinated about developing this system, so we are not going to dump it nor throw it to someone else.

    So, in short: it'll see the light of day and it'll be awsome, just don't hold your breath.



    Regards,
    tpM

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