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Thread: Multiple volume controls, please.

  1. #1

    Multiple volume controls, please.

    Effects and Music just don't cut it in a game like this.

    Gunfire.. (includes explosions, enemy fire)
    Vehicles.. (Tanks are suppose to be loud but not THAT loud)
    Ambient.. (birds, water, those buzzy cricket things)
    Player Noises.. (footsteps, reloading, movement sounds, breathing)
    Radio.. (Fuck.. 4 is down)
    In Game Speak.. (this tree looks awesome over here.. What?)

    Those are just a few off the top of my head. Having each one control the volume for your stuff and the enemy will make it fair. Wouldn't want you muting only your vehicles and making enemy vehicles so loud you can pinpoint their base like a bat.

  2. #2
    Quote Originally Posted by ZeosPantera View Post
    In Game Speak
    ^^ On this, I agree.

    As for everything else, disagree. Why should it be necessary to adjust all that stuff separately?
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  3. #3
    Have you every tried having a conversation over ventrillo with a truck idling next to you? or hear the foot steps of the enemy outside a camp? or trying to talk over the radio to your friends in vent?
    Last edited by cheeseds; Nov 9 2009 at 08:37.

  4. #4
    Quote Originally Posted by cheeseds View Post
    Have you every tried having a conversation over ventrillo with a truck idling next to you? or hear the foot steps of the enemy outside a camp? or trying to talk over the radio to your friends in vent?
    I have no problems using Teamspeak in Arma2. It's just a matter of setting your volume levels appropriately. If you can't understand your friends in Vent because an idling truck is too loud, then I submit to you that your audio settings need adjusting. Like I said, what's really needed is a separate volume control for VoN, because it can indeed be very quiet and adjusting it separately would make sense.

    Being able to, for example, lower vehicle volume while increasing footstep sounds is just stupid. Vehicle engines and explosions are supposed to drown out everything else - becuase they're loud. As long as all normal SFX have appropriate volume in relation to each other, I see no reason why it should be possible to adjust them individually.
    Last edited by MadDogX; Nov 9 2009 at 09:20.

  5. #5
    Quote Originally Posted by ZeosPantera View Post
    Effects and Music just don't cut it in a game like this.

    Gunfire.. (includes explosions, enemy fire)
    Vehicles.. (Tanks are suppose to be loud but not THAT loud)
    Ambient.. (birds, water, those buzzy cricket things)
    Player Noises.. (footsteps, reloading, movement sounds, breathing)
    Radio.. (Fuck.. 4 is down)
    In Game Speak.. (this tree looks awesome over here.. What?)

    Those are just a few off the top of my head. Having each one control the volume for your stuff and the enemy will make it fair. Wouldn't want you muting only your vehicles and making enemy vehicles so loud you can pinpoint their base like a bat.
    This how I would've done it:

    Radio:
    Ambient:
    Vehicles/Aircraft:
    Sound Effects:
    Music:
    VOIP/VON:

    HDR Audio [x][] On/Off
    Noice reduction (Reduces Radio/sound effects automatically when using VOIP/VON services [x][] On/Off


    Arma 3 Alpha is amazingly stable for me lots of good fixes BIS! Highly looking forward to beta and full release!
    Spoiler:

  6. #6
    Quote Originally Posted by MadDogX View Post
    ....
    Well, I end up consistently lowering my fx volume because the vehicles are FAR TOO LOUD to hear anything. Then when babysitting a double decker Cranking the crap out of it to hear footsteps. Then lowering it again to move out.

    I am not saying allow these new volume controls to completely mute any particular set of sounds. But at least give me a 15db +/- so I can ratio them better. And besides if "vehicles" could be muted you would be very happy in your silent tusk and VERY surprised as the enemy T72 rolls up behind and destroys you. It would never give an advantage there were not consequences for.



    Quote Originally Posted by Flash Thunder View Post
    Noice reduction (Reduces Radio/sound effects automatically when using VOIP/VON services [x][] On/Off
    That's a great Idea. Assign a key (my push to talk in ventrillo) to automatically lower arma's effect volume whilst pressed. Then I could press it to hear my squad over the trucks senselessly idling.

  7. #7
    Quote Originally Posted by cheeseds View Post
    Have you every tried having a conversation over ventrillo with a truck idling next to you? or hear the foot steps of the enemy outside a camp? or trying to talk over the radio to your friends in vent?
    I have to agree with MadDogX on this one. If sound is too loud (which is often the case), the problem lies within the addon used. Default sounds have very nicely balanced sound levels.

    I've had the "luxury" of being rudely woken up by 1500 galloping Leopard horses, when it started up 5 meters from my tent. Trust me, it WAS loud. It was insanely loud!

    People not shutting off their engines is a huge problem. But don't blame it on the sound implementation, blame it on the people. Get in and shut off that engine. Engine also makes vehicle "hot" in terms of IR recognition, at least for OA. For Arma2, I think occupying a vehicle makes it "hot" in terms of "radar" recognition.

    If VoN stopped breaking up, while on the radio channels, we would use ingame chat. This level can be controlled by the radio slider. But the transport of direct VoN is too weak to be useful. It doesn't go long enough, and it isn't loud enough.

    In some cases I would like to have some of the ambient sound levels tweaked by a mod or something. I.e. the way the sea sound "kicks in" over very short distance, and to very loud levels, I don't like. But having a slider for it? Nah.
    Regards
    Carl Gustaffa - left this game due becoming Steam Exclusive

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