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laxemann

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Everything posted by laxemann

  1. LAxemann and Jokoho482 proudly present... Enhanced Soundscape What is Enhanced Soundscape? Enhanced Soundscape is a sound enhancement modification for ArmA3. It adds additional, weapon-sound related features to the game. Those are hill/mountain reverb and reflections, forest reflections as well as reflections from houses in urban areas. The basic principle is: Firing a weapon creates a loud noise, noise is waves that swing through the air/make the air swing and those waves get reflected off objects and terrain. The volume levels were done with my soundmod "DynaSound 2" in mind, but ES works with every mod including the vanilla sounds since nothing "core" is changed. Real-time calculated Hill/mountain reverb: The feature simulates the reflection of the gunshot-noise when there are hills around you. The further the mountain/hill, the more diffuse the reflection will be. Close terrain will reflect a clear "popp", while mountains in the distance will send back a diffuse, "crumbly" echo. The feature is calculated in real-time and real-environment, meaning you will actually be able to see the mountain the shot got reflected from. Forest reverb: So many trees and plants around you create some kind of "half-enclosed space". You will hear a thick layer all around you when firing inside a forest! Urban reverb: The many hard surfaces of houses in urban areas give a very direct and harsh reflection when firing a gun. The mod simulates this by playing slapback sounds from the actual walls when firing next to houses in urban areas. The result is a "thickened" feeling when firing your gun. Media Here is an explanation video of the mountain reverb (using old and outdated sounds!) Known issues None at the moment. Dependencies Requires CBA A3 Download Steam Workshop ArmAholic Changelog Credits • Bohemia Interactive for this piece of software that stole my soul. • Jokoho482 for rewriting and improving pretty much every script of Enhanced Soundscape while teaching me tons and tons of stuff. So much love! He made this possible. • Everybody who kept motivating me over the last two and a half years! :) • Everybody who enjoys what we do. :) • I totally copy/pasted this from the DynaSound thread. If you enjoy our content, feel free to leave us a cup of coffee via a PayPal donation. Would make our day! It's my paypal donation account, but every donation will be shared with Jokoho.
  2. LAxemann and Jokoho482 proudly present... DynaSound 2.0 What is DynaSound 2.0? DynaSound 2.0 is a sound modification for ArmA3 and all of it's DLCs. It mainly focuses on weapon- and explosion sounds, however all helicopters as well as the Xi'an VTOL were redone, too. Feature list: • All weapon sounds were redone, mainly using high-quality recordings. • Shooting from inside a building reduces the distance one can be heard. • A differenciated and thoughtfully mixed soundscape. Due to a higher dynamic range and less compression, you can and have to turn your volume up in order to bring out the details and punch! • Custom bullet supersonic cracks as well as subsonic "swooshs". • All helicopters as well as the Xi'an VTOL were redone . • Distant-sounds for helicopters. • Flyby sounds for helictopers as well as the Xi'an VTOL. • Rocket flyby sounds. "swiush!" • Incoming rocket sounds for the MLRS. Usually is the last thing you hear. • New explosion sounds • When firing a rocket, the engine sound actually originates from the rocket and is moving away from you. Try the MLRS! Media There is no fancy trailer for the moment, however there is quite a bit of material on my YouTube Channel. Here are some of the APEX weapon sounds: Known issues • The m134 gatling gun might sound weird when not in first person - A recent issue and I'm trying to fix it. • Some volume balancing might have to be done here and there as I went on a tweaking rampage shortly before release and I might have overseen something. :) • Most explosions are still the DynaSound 1 ones and will be redone over the time. • It's not DynaSound 3 yet Dependencies Requires CBA A3. Download ArmAholic Steam Workshop Download (2.21){/url] Credits • Bohemia Interactive for this piece of software that stole my soul. • Jokoho482 for rewriting and improving pretty much every script I've ever done while teaching me tons of stuff. So much love! • Megagoth because love. • Everybody who kept motivating me over the last two and a half years! :) • Everybody who enjoys what we do. :) If you enjoy our content, feel free to leave us a cup of coffee via a PayPal donation. Would make our day! It's my paypal donation account, but every donation will be shared with Jokoho.
  3. laxemann

    Ravage

    Looks super neat and I can't wait to hear what it sounds like! 🙂 Though I gotta/wanna clarify that I barely worked on the documentation, it was largely done by our great audio programmers themselves as well as @reyhard and @Lou Montana 🙂
  4. LAxemann's Environment Ducking Hello everyone, a small little thing from me. 🙂 Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2812569803 Whot does it do? Using a very old audio system, Arma 3 has no means of making sure that environment sounds don't overpower shooting. Until now! The mod "simply" reduces the volume of ambience sounds when shooting depending on weapon size and distance to the shooter. This gives the shooting sounds room to shine and results in a cleaner mix. Noteworthy things: The mod can be configured and enabled/disabled via the CBA settings menu The mod should support all vanilla and most mod weapons that inherit from vanilla classes. If you're unsure if it's working (for your (mod) weapon), enter L_envDucking_debug = true and check if it displays debug messages when shooting. The mod works in mp and can theoretically run clientside Explosions will be added once the new event handlers make it into stable Video:
  5. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Glad to hear! 🙂 Btw, extreme values like 4 or even 5 really shouldn't be necessary and do more harm than good to a sound. There is a clearly defined limit of how "loud" digital audio can be. If your sample is already close to that border (most are), putting a value of 5 will have the game trying to play it back at 500% volume, just crushing it into the limiter and distorting the sound. If you want you sound to stay louder for longer, rather choose a different volume attenuation curve (you can create your own). Also, another little heads-up: The "vFar" shader's rangeCurve doesn't (or better shouldn't) end with 0, but 1. This is because the SoundSet's volume attenuation curve will be applied over the whole "range" of soundShaders, by putting the last shader's volume to 0, you're basically "doubling" the attenuation for it. 🙂
  6. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Hey dude! It's a bit tricky, as those vehicle destruction explosions are actually ammo classes that are being spawned! 😄 So, instead of checking for a sound in the vehicle config, you gotta check for the ammo class linked in. It's called "explosionEffect" in the vehicle's config. In the ammo class itself, you can simply define: SoundSetExplosion[] = {YOURCLASSES};
  7. There won't be any updates to DS2 anymore, and no DS3 is currently planned. Sorry.
  8. Ohhh so great to see this still being worked on 😄
  9. laxemann

    RR Immersive Maps by LAxemann

    A small update on my favourite escalated side project 😄
  10. RosenRudel Immersive Maps (aka RR_mapStuff) By LAxemann What does it do? Someone in my community (RosenRudel, or short: RR) jokingly said "we have ACRE animations, now all we need are map animations, haha". And the mod was born. Immersive maps (Also called: RR_mapStuff) generally revolves around the ACE interaction menu(s) and does the following: When opening their maps, player characters will actually hold up a map in front of them. Players are able to put down their map on the ground via ACE-Selfinteract->Equipment Maps held by players or on the ground can be accessed by other players even if they themselves don't own a map When looking at someone else's map, you'll be able to see their markers You can copy the markers of someone's map onto your own You can look at or pull maps from dead bodies Map objects will try to visually adapt to the terrain which is being played on When using compasses, players will actually hold a compass in front of them Individual features of the mod can be disabled via the CBA addon options The mod features custom animations. The mod is mp-compatible, why else should you use stuff like this? Noteworthy things Only the "owner" of a map can draw persistent new markers onto a map which is lying on the ground (or held in their hands). Maps put on the ground are larger than handheld maps for the sake of accessibility. 3d models of compasses won't show up in first person in order to avoid visual glitches. You'll see them in 3rd person or on other players, though. The left hand may glitch a bit into the weapon when using a compass while running. No way to fix this without overcomplicating things. Download https://steamcommunity.com/sharedfiles/filedetails/?id=2222778153 Credits JR, Adama, Pfleger, Paddyy and Alius for testing! 🙂 Spacture for the idea!
  11. laxemann

    Blind Fire

    Huh, interesting, nice job! As the model is rendered behind the player model, I assume you spawn a new weapon and fire it "remotely" by overwriting the left mouse button?
  12. laxemann

    RR Immersive Maps by LAxemann

    A "little" sneak peak into the next big update: (Optional) Unique and persistent maps! 🙂 Quick explanation: There is no such thing as "unique maps" in Arma3. Having a map in your inventory just allows you to access "the map functionality". The mod previously allowed you to have other people look at your map, drop it on the ground etc. What I'm working on here is a rather expansive system that simulates each map being unique, persistently storing marker information etc. Including hand-drawn ones.
  13. laxemann

    RR Immersive Maps by LAxemann

    Update! This will be the last update before the next major release. With the next major release, I plan to make maps in Arma somewhat persistent/unique. No clue if and when this happens, though. 🙂
  14. laxemann

    RR Immersive Maps by LAxemann

    Update! At long last 🙂
  15. Oh, kinda didn't see it! Unfortunately, there is no way to make use of sounds for different surfaces on weapon soundShaders. Like, none.
  16. laxemann

    Bearing

    Dude. Nothing much more to say other than that is some masterfully, insane work you've done there. Chapeau!
  17. LAxemann proudly presents... L_armFatigue It's definitely one of these "people either love or hate it" things! ;) What's the idea behind it? I'm one of these terrible realism enthusiasts and so is one of my friends. He once approached me and pointed me towards the mod I'm now making. Basically, we got tired of seeing people running around with their weapons raised all the time. Thinking about it further, we quickly got to a point where the weapon mass was considered, too. BI already improved the weight and shooting mechanics of weapons by introducing inertia, but one aspect still is ignored: The fact that many weapons (i.e. LMGs/MMGs) are heavy and keeping them raised or even just raising them is a pain in the ass. The mod will make the weapon "handling" even more punishing and challenging. The times in which people ran around with MMGs in CQB are over, it is way more important to lower your weapon regulary and find good spots to support your gun. Feature Overview You have to place the new "L_armFatigue" Module found in the "LAxemann" category to activate the mod! The mod basically introduces a separate fatigue system for your arms. Whenever you raise your weapon, the "armFatigue" increases and whenever you lie down or lower your weapon, it decreases. It decreases when using the weapon resting systems of either CSE or AGM , too. How fast your arms get fatigued depends on three main factors: • Most important the mass/weight of your weapon (Keeping a heavy weapon lifted sure isn't fun whilst a pistol can be held up a fair bit longer.) • Your current combat load (15% or so) • Your current fatigue (actual ArmA fatigue) Your "armFatigue" currently does the following: • When a value of 0.8 is exceeded, your character will not be able to lift his weapon anymore and has to give his arms a break. (Automatic weapon lowering). • The more fatigued your arms are, the less you will be able to control your recoil. • Your actual fatigue is affected by your armFatigue aswell. Lighter weapons like pistols have pretty much no effect while lifting MMGs exhausts you a bit over time. • Your arms begin to tremble a bit the more exhausted they are. (visual indicator) Please note: Reaching the point where you automatically lower your weapon means that you've already used your reserves. It is very important to lower your weapon whenever possible. The shaking/trembling clearly indicates when your character's arms begin to feel tired, so react before your arms turn to mud! :D What can you show us? A quick and cheap video created with Movie Maker :D Download Download via dropbox (v1.01) Changelog Known issues • AGM compatibility is not tested but should work • Multiplayer compatibility is not yet tested. • Multiplayer features are missing (serverside forcing etc.) Have fun... or not! ;) - LAxe
  18. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Hey mate, make sure that you export the sounds as 44.1KHz, 16 bit files! 🙂
  19. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Forwarded to the team, they'll be delighted to hear this! 🙂 @ducphuli Nope, not really 😄
  20. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Ahhh I think I know what you mean now. There is no deeper meaning or reason for it. I did the first (actually the second) iteration of sounds for RHS more than five years ago. A bit later, I started doing new sounds with new configurations but were not able to make everything new, so both the old and the new sounds and their pbos stayed. 🙂 You can, of course, do everything in one file, no need to do it in two! 😄 As for bullet casings: That's unfortunately not really possible, as the sounds for bullet casings dropping use the "old" soundsystem, meaning all you can do is to link a sound to pre-defined surfaces. There unfortunately is no defitinion for "interior" bullets.
  21. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Funny enough, DayZ SA audio is pretty much A3 audio 🙂 @ducphuli I didn't quite get your question above, could you please specify?
  22. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Hey dude, that's great, nice to hear! Re 1: Do you mean "how" ArmA can now which class to overwrite? If yes, you have to swap the soundSet for the weapon class that you want to apply it on. Take a look at inheritances here: https://community.bistudio.com/wiki/Class_Inheritance Re 2: The engine hands so called SoundControllers over to the volume calculation. It's a formula. Meadows means the volume when shooting in "meadows" (open fields). There are also, for example, "houses","forest","trees","interior". An example could be: volume = "(1-forest)". This sound would always play except for when the shooter is inside the forest. Because the "forest" value would become 1, making our formula volume = "1-1" (= 0 ) 🙂
  23. Enhanced soundscape works on all mods, but there never are reflections when the weapons are suppressed. DynaSound only changes vanilla sounds.
  24. What you are hearing and referring to are the actual shot samples of the weapons, not any sort of reflection ES simulates. This is especially obvious because ES is disabled for silenced weapons.
  25. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    @ducphuli Hi dude, take a look at this page, it basically shows a full weapon sound setup: https://community.bistudio.com/wiki/Arma_3:_Sound:_ExampleWeaponConfig Gunter Severloh did a video on how to pack your folders into a "proper" mod:
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