I wonder, is the Gun sounds in ArmA II : Operation Arrowhead are different from ArmA II , because I knew that ArmA II engine are upgraded in OA but is that including gunsounds as well ?
I wonder, is the Gun sounds in ArmA II : Operation Arrowhead are different from ArmA II , because I knew that ArmA II engine are upgraded in OA but is that including gunsounds as well ?
Only new ones, that came with new weapons. All or most from ArmA 2 stayed. They upgraded samples from 16 or 32 to 128 (switchable in optinos) More samples = more sounds you hear at same time. For example at large battles, no sounds giting "eaten" by others, cause they got enough room to be played at same time.
Tremanarch Yes, neurofunk is what i love (especially from russia: receptor, engage, paperclip). Nice to see, someone else knows about neuro too
---------- Post added at 14:31 ---------- Previous post was at 14:26 ----------
Reflection/echo is what i mean. I guess only on a big open field, with low grass, doesn't produce muxg reflection, elsewhere you hear original+reflected sound, especially at cities, woods, inside a church etc.) Imo hearing "dry" sound like in arma, is almost like seeing every color in black and white. No matter what/where, it sounds dry, not reflected by something.
>>>>Check Out<<<< my little "Arma 3 Optimization Tweaks", if you want best balance between quality/performance!
Arma 2: Chernarus LIFE
CD - Medieval; Digital - Future!
In the end battle sound is just a brutal and horrible loud noise that has nothing to do with art or entertainment. Imo the player should not feel happy to be or walk into the cacophony of war. For sound devs it would be lot of work to get all the sounds right in a highly dynamic area and in all situations. How many different reverbs/echos a human ear can notice/sense in Arma terrain? How much is "cut out" just because one has to focus on more important things? Usually players do hear more than few single shots and one explosions at time....![]()
SOftware can render this automatically. I saw SW demos where a sound source was hidden in a labyrinth. The surfaces reflectet the sound different. You could locate the sound source by only navigating with ears (stereo of course). That made me thinking. Of course it wasnt perfect, but no one wants sth. perfect. Just a step in the right direction.
not only the material is important but the shape of the surface too:
http://www.ndt-ed.org/EducationResou...reflection.htm
what is missing there is, that these waves reflectet and hitting each other can produce different phase eliminations and multiplications too.
interesting article: http://ixbtlabs.com/articles2/sound-...ogy/index.html
I never had any problems with J.S.R.S./ "lag"wise as you say, it would interest me what specs your setup has and/or what other addons you use.
as to jsrs sounding "wierd" - you have to make sure you set your samples to 128 in the options / audio menu -
also be sure to have the latest version including the patch /update for jsrs installed.
JSRS has the potential to cause lag on some machines due to the nature of the distant sounds script.The reason this happens is because it uses "fired" eventHandlers. A lot of EH's triggering in quick succession can cause lag.
Having said that though, it shouldn't be a problem unless you have a large amount of units all firing at once. I know I haven't had a problem with it which is a testament to LJ's hard work!![]()
i had no lags, perhaps cause i have "creative x-fi extreme music" soundcard, it does render sound by it self, which unloads cpu abit.
It was a mission with combined forces in Zargabad - with JSRS (no other addons/mods), after a while I could run around enemy tanks and vehicles without getting shot. Guess that JSRS is just better for small battles/fights where one can listen devotedly to every bullet/shell....sound![]()