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Thread: [WIP] Phaze Sound Mod

  1. #11

  2. #12
    Thank you! Looking forward to it! Is it also possible to add few more environmental battle sounds to the game? So far we just have 3.
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  3. #13
    Quote Originally Posted by RknHarry View Post
    Thank you! Looking forward to it! Is it also possible to add few more environmental battle sounds to the game? So far we just have 3.
    Hello there,

    Do you refer to distant sounds of battle etc? If these are added in can they be turn offable/turn downable, as I find them horribly distracting especially when I'm trying to listen out for real enemies?

    For eg I turn of the music (or have it super low) as, for me, its a distraction.

    It would be great if we had the eviro sounds for those who want them and even better if users that cant abide them can turn them off/down.

    Golly, I sound like an old man complaining about the loud "music of today's kids".*

    rgds

    LoK

    * it's not like the punk of my youth in the 70's
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  4. #14
    Gunnery Sergeant KBourne's Avatar
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    Quote Originally Posted by RknHarry View Post
    Is it also possible to add few more environmental battle sounds to the game? So far we just have 3.
    You can already do this within the mission editor it selves, you need to convert the sound to OGG and then put it in your mission folder and then use this code which you need to put int the description.ext

    Code:
    class CfgSounds
    {
    // List of sounds (.ogg files without the .ogg extension)
    sounds[] = {radiomes1};
    
    // Definition for each sound
    class radiomes1
    {
    name = "radiomes1"; // Name for mission editor
    sound[] = {\sound\radiomes1.ogg, 1, 1.0};
    titles[] = {};
    };
    
    };
    after youve added the sounds you want to use add this in a trigger to fire it up

    playSound "SoundName"

    there is however a 50KB limit to the sound however I am not entirely sure of it ...

    Quote Originally Posted by orlok View Post
    Hello there,

    Do you refer to distant sounds of battle etc? If these are added in can they be turn offable/turn downable, as I find them horribly distracting especially when I'm trying to listen out for real enemies?
    Orlok I think he means with environmental battle sounds e.g. Artillery fire round impacts, or the sound of distant weapon discharges, whether you can tune them up or down is depending on how the mission is developed. For example when I am developing a mission I like to add environmental battle sounds too, it never crossed my mind to add an option to turn them on or off because of the mere fact you cant do it in real life aether. But i think it might be possible to add the option by trigger maybe or even by script.

    You can also tune down the sound it selves but this might interfere with the other environmental sounds to e.g. the AI enemy which is approaching you etc,...

    kind regards
    Last edited by KBourne; Jun 12 2012 at 08:42.

  5. #15
    Quote Originally Posted by KBourne View Post
    You can already do this within the mission editor it selves, you need to convert the sound to OGG and then put it in your mission folder and then use this code which you need to put int the description.ext

    Code:
    class CfgSounds
    {
    // List of sounds (.ogg files without the .ogg extension)
    sounds[] = {radiomes1};
    
    // Definition for each sound
    class radiomes1
    {
    name = "radiomes1"; // Name for mission editor
    sound[] = {\sound\radiomes1.ogg, 1, 1.0};
    titles[] = {};
    };
    
    };
    after youve added the sounds you want to use add this in a trigger to fire it up

    playSound "SoundName"

    there is however a 50KB limit to the sound however I am not entirely sure of it ...



    Orlok I think he means with environmental battle sounds e.g. Artillery fire round impacts, or the sound of distant weapon discharges, whether you can tune them up or down is depending on how the mission is developed. For example when I am developing a mission I like to add environmental battle sounds too, it never crossed my mind to add an option to turn them on or off because of the mere fact you cant do it in real life aether. But i think it might be possible to add the option by trigger maybe or even by script.

    You can also tune down the sound it selves but this might interfere with the other environmental sounds to e.g. the AI enemy which is approaching you etc,...

    kind regards
    Thanks, KBourne! I´ll make some experiments with that.

    Yes, I add the environmental FX via "Trigger" --> "Effects" --> "Environment" and thus far, stick with (IF) Combat Ambient 1.

    I´m mostly messing around with self made Plt. or Cpy. size battles and without any environmental FX, the battlefield feels way too much "isolated" from any frontlines. It´s more of an immersion thing and so far, the given combat ambient FX do not really mess with the real weapon sounds in the game. At least I have no problem to distinguish any of them and get distracted. Think just one combat ambient FX is allowed to play beside the default one (wind noise ect.)

    I´d even wish for some "thicker" stuff, with distant MG bursts, small raging infantry battles and such. I know from other games a number of good ones and I might convert some for my personal use. I´ll see.

  6. #16
    Lance Corporal Phazon's Avatar
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    Author of the Thread
    Thanks for showing interest guys! If all goes well you should be seeing some of the new sound samples with the next update. It is a bit challenging at times as I am not always in constant contact with the devs due to timezone differences to get feedback from them, but I'm confident the work I've done so far should bring some significant improvements.

    So far I've done new sounds for the following effects:

    -New Kar98k gunshot sound + new bolt action sound
    -New Mosin-Nagant gunshot sound + new bolt action sound
    -New MP40 gunshot sound


    I've focused on the sounds that I felt needed the most improvement first. My main aim behind all the new sounds so far are that they are as realistic as possible, while also being distinct enough so you can tell one weapon sound from another. I also spent alot of time mixing the gunshot sounds to make sure they had a decent reverberation / environmental effect which helps improve the immersion that you are actually firing a gun outdoors.

    WIP for Iron Front - Phaze Sound Mod

  7. #17
    Good to hear you're reworking the sounds Phazon. Keep up the good work.

  8. #18
    I agree these guns definetly needed fixing !! I am glad someone is working on that !! GJ I hope this process doesn't become too slow or cumbersome !!

  9. #19
    Hello,

    Here are some tank engine sounds taken from the real vehicles in action.

    Link:

    http://dl.dropbox.com/u/38097529/motor.7z

    See if you can include them as well, then we can hear the real thing.

    Good luck with your mod and thanks for doing it.

    Alan
    Last edited by alan123; Jun 24 2012 at 18:36. Reason: corrected link info again sorry this time right link

  10. #20
    You post that link and said that there are new tank textures, and then you post it again and saying there are sounds. So what is inside? Looks like a spam)

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