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Thread: Arma 2 Sound Modding 101.

  1. #11
    hum.. does it mean .wav file will be used instead .wss?
    .wav is much bigger.. :\

  2. #12
    Yes,it means.But wss and wav are exactly same size.

  3. #13
    Master Sergeant Mark XIII's Avatar
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    Thumbs up

    I personally, have never been able to use the .wav files in A1, I'll be honest I have yet to try A2.

    And yes, basically a converted .wav file to .wss format will be exactly the same size

    ---------- Post added at 09:45 AM ---------- Previous post was at 08:46 AM ----------

    Ok, so you've played the game for awhile, you've heard some things you would like to change. Whats next..

    Well, you need to identify then find all the necessary sounds that require changing. Obviously some things are easier to find and do, but for example say you don't like the sound of a particular weapon, lets say the M14 DMR.

    Well, this could be a really simple job, say you don't like muzzle firing sound, thats quite easy because its only one aspect of the weapon we've chosen. However once you open your 1st pbo and config up you'll find a whole host of sounds relating in some way just to the DMR. I shall try to go through what else you could change.

    Reload sound
    Rebolt sound (never used on anything over semiautomatic)
    Dry fire sound
    Ejecting brass sounds
    Bullethits/whizze sounds
    Sonic crack / snap sounds

    Wow huh ! It would be quite possible to do that much work per weapon. Giving a much more diverse sounding game than with the generic sounds. This can be extended even further by using a new parameter called "Begin". Each weapon now has this parameter which also you to create more than 1 fire sound per weapon.

    Heres an example;

    begin1[] = {"\HiFi_GAU8_Auto\GAU8_s1", 1.77828, 1, 3000};
    begin2[] = {"\HiFi_GAU8_Auto\GAU8_s2", 1.77828, 1, 3000};
    begin3[] = {"\HiFi_GAU8_Auto\GAU8_s3", 1.77828, 1, 3000};
    begin4[] = {"\HiFi_GAU8_Auto\GAU8_s4", 1.77828, 1, 3000};
    soundBegin[] = {"begin1", 0.25, "begin2", 0.25, "begin3", 0.25, "begin4", 0.25};
    Using this new parameter will add some variety to the sound of the battlefield no doubt. I have tested it alot and can say its a great new feature. The sounds play at random unless you define otherwise. I shall endevor to go over this more thoroughly when time permits.

    So, you can start small then extend your addons content slowly bit by bit until you have yourself a complete module of whatever you'd chosen.

    I'd suggest starting a little project, maybe all the sounds for 1 vehical, or weapon. Work out what you need, then get to making the audio. Inbetween moments of frustration (haha) work on the config part of your addon. If you look at Kju's mST, its all there. Its big, but worth a good poke about because just looking at it will help you learn

    Anyways, I'm outta time hope that was helpful to someone.
    anything you can do.....

  4. #14
    well it is really good news then

    More variated and Natural sounds on the way

  5. #15
    You absolutely need to use WSS and only use ogg for maybe music tracks. Do not ever use wav in OFP, ArmA or ArmA 2.
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  6. #16
    Master Sergeant Mark XIII's Avatar
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    To clarify, you CAN use .Ogg for sounds other than music. It is possible, however there are drawbacks imo. So, I agree to use the standard that BIS support the most and use themselves

    Do not ever use wav in OFP, ArmA or ArmA 2.
    Nothing actually sounds if I recall, you'll hear nothing except any vanilla sound you didn't change.

  7. #17
    now let me ask you this...using the "begin" command, is it possible to have TWO sounds played at once, only one sound only plays from a minimum distance? i think you see where i'm going with this...but let me post an example:

    begin1[] = {"\HiFi_GAU8_Auto\GAU8_s1", 1.77828, 1, 1000};
    begin2[] = {"\HiFi_GAU8_Auto\GAU8_s_distant", 1.77828, 1000, 3000};

    so the second sound would only play once the distance was a minimum of 1000 meters (or whatever the unit of measurement is). i think for the sounds to be truly realistic some sort of distance sound system needs to be implemented. right now it just doesn't sound good, even with a decent sound mod like VOP.

    thanks in advance!

  8. #18
    Master Sergeant Mark XIII's Avatar
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    Ok, from my experience I'd so NO, you can't add extra sound for distance. But I could be very wrong, we need some with superior coding knowledge to give us a 100% yes or no. Also, tbf to BIS, the sound over distance is a new feature we're lucky to have as well as the simple fact that this is a new engine to us ALL. Even the soundguys who have alot experience with A1 are still finding their way around the new stuff. So I say that given alittle time and some support you'll see some amazing releases in the future

    Also, the actual sounds used can be a big factor. for example I released a set of minigun sounds with a brilliant winddown sound. It sounded great from 1st person, I was really happy with it, but then after release andersson mentioned that you could hear the same 'cool' winddown at 2000m away.....LOL. So, you anyone thinking of making a sound addon should take this into account.

    I've already thought of something I'd like to see added. How I don't know but maybe bis could patch us some 'Internal weapons sounds for vehicals'. I mean we have internal engine sounds now, so it makes sense to me to have the same for mounted weapons.

    Anyone who's heard internal soundclips from the AH64/AH1 will confirm the main gun's sound completely different from inside compared to outside.

    Anyways, good question..I totally went on a rant so sorry but lets hope some bright spark can enlighten us with a solid answer.

  9. #19
    Quote Originally Posted by solecist View Post
    now let me ask you this...using the "begin" command, is it possible to have TWO sounds played at once, only one sound only plays from a minimum distance? i think you see where i'm going with this...but let me post an example:

    begin1[] = {"\HiFi_GAU8_Auto\GAU8_s1", 1.77828, 1, 1000};
    begin2[] = {"\HiFi_GAU8_Auto\GAU8_s_distant", 1.77828, 1000, 3000};

    so the second sound would only play once the distance was a minimum of 1000 meters (or whatever the unit of measurement is). i think for the sounds to be truly realistic some sort of distance sound system needs to be implemented. right now it just doesn't sound good, even with a decent sound mod like VOP.

    thanks in advance!
    You can't. In your example the second sound would be pitched by the factor of 1000.

    But it is possible to force distant sounds with adjusting the sound travel distance. I.e. gun sounds were set to ~800m travel distance. Place 2 groups of infantry fighting each other at 900m distance from your player. You use a scoped rifle and watch the fight going on and hear...nothing.
    I've set the travel distance to ~1300m and get a nice muffled distance sound in the same mission. I still don't know what the requirements for playing distant sounds are though. Propably a mininum travel distance set and/or trees/houses/bushes etc between me and the sound source.
    I'm still hoping for an updated Biki.
    Last edited by vo.2; Jul 16 2009 at 09:24.

  10. #20
    First Sergeant Chammy's Avatar
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    I'll be on this boat soon as my copy arrives, I hope it does, this Friday


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