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Found 16 results

  1. Hello guys, inspired by the great MarkXIII and with a new audio engine around the corner here we go with ~ ArmA 3 Sound Modding 101 ~ What? A place to ask questions (no matter how stupid you think they are) related to the creation and implementation of audio into Arma 3. Be precise, if you have RPT problems, post the RPTs into code boxes so they don't take away half of the site space. Creation -> audio engeneering, sound waves. Implementation -> configs & tools, programming. Valid questions: I have a sound X, how do I put it into the game? how does the whole wav <-> wss/ogg system work? I want the pitch of my engine sound to change, how do I do that? my audio sounds like Y but I want it to sound like X, how do I do that? Not valid questions: when will bohemia release X? is mod X compatible with mod Y? sound-system related questions (my headphones don't work in 5.1 mode) Why? There is no central ArmA 3 sound modding thread. We are all spread around Skype, Discord and PMs, this should serve a central meeting point. Game audio is very closely connected to technical stuff so this should be good for people who can create audio but have problems with implementing it into the game. Good for newcomers: open PBOs and edit current sounds add their own sounds to the game create certain sounds for the game create their own workflow Who? Anyone who wants to help out should help. We already have experienced Arma-Audio advanced users here such as Audiocustoms, TheMaster303, Myself, Laxeman and LordJarhead (probably more that I forget, please PM me their names) all being active community members and having their own areas of expertiese who can surely help. Content I will start producing educational content. Also YOU guys are the content. Ask away. Text Bohemia Wiki - Sound Page, learn about audio configuration Custom script to make the AI fire in full auto, full weapon speed at player position View sound controllers (For the first time in ArmA!) Videos What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Advanced tool usage to speed up workflow Current to-do list for me: What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Basic sound replacement (will probably wait with this until the new engine is out). Advanced tool usage to speed up workflow. Understanding config files & tree structure More detailed explanation of parameters in configuration. Additional Some info about the current state of the "interior" controller used for weapon tails.
  2. Description: JSRS SOUNDMOD is a sound modification for ArmA3 and Apex. The purpose of this modification is to bring new sounds to the game, making it more exciting. Many would say it makes the game much more realistic, but that is not the initial purpose of this modification. Even if some sounds are authentic to what we call "modern warfare", still the main purpose was just to create a certain type of sound feeling. Visit the new JSRS-Studios.com website for more informations about my work! https://www.jsrs-studios.com/ Download: JSRS SOUNDMOD - 6.17.1206 JSRS SOUNDMOD - 6.17.1025 Additional Weapon Handling and Reloading Sounds JSRS SOUNDMOD - 6.17.1025 ADR97 Weapon Pack Sound Support JSRS SOUNDMOD - 6.17.1110 RHS AFRA Mod Pack Sound Support JSRS SOUNDMOD - 6.17.1110 RHS USAF Mod Pack Sound Support JSRS SOUNDMOD - 6.17.1110 RHS GREF and SAF Mod Pack Sound Support JSRS SOUNDMOD - 6.17.1206 NIA ARSENAL Mod Pack Sound Support JSRS SOUNDMOD - 6.17.1206 Specialist Military Arms Mod Pack Sound Support Now Steam Workshop. For those having problems with mod dependency: When ever you load a saved game or want to edit a mission that was saved with an older version of JSRS and you end up with messages like "Missing Addon "JSRS_SOUNDMOD_GLOCK17"" now you can use this: JSRS SOUNDMOD - DEPENDENCY FIXES This is a CFG Bundle of JSRS Patches that were used in the past that are not available any longer. Download it, use it like a mod, load your mission/edited mission and save them again and the dependency are gone. The Armaholic mirror version: JSRS Soundmod Installation: The mod can be subscribed on Steam Workshop and will update automatically! Once its in there you have multiple options. Either you start up the game, go under settings and into the "expansions" menu and select the mod and restart ArmA3. Or you use the integrated ArmA3 launcher that you can find in the ArmA3 main folder, go under parameters and select JSRS4 APEX under mods. Any other ways to install this mod would be nonsense and these two are the best ways, trust me. Changelogs JSRS Soundmod - 6.17.1206 Changes: Additions: - Added several new gun mechanic sounds for silenced firing Tweaks: - Tweaked Volume and distances for close firing - Tweaked SD weapon sound volume and gun mechanics - Tweaked Weapon sounds for all AK family weapons (AKM, AK12, AK100+, AKS74U, AK74M...) - Tweaked Weapon sounds for some of the M4/M16/HK/SPAR family weapons - Tweaked 4Five Pistol weapon sounds now sound more like .45 Fixes: - Fixed Updating base class for M_Mo_120mm_AT made guided missiles inaccurate (Cfg Soniccracks and explosions) - Fixed SMA M4 weapons had no firing sounds for full auto - Fixed SMA Tavor had no Silencer sounds - Fixed Weapon MMG1 Navid used wrong weapon sounds JSRS Soundmod - 6.17.1129 Changes: Additions: - Added Multiple sounds for reflections and tails to all weapons Tweaks: - Tweaked Performance for general sound usage - Tweaked Volume of SD weapons and close firing of non-SD weapons - Tweaked Reduced explosion sound shader limit - Tweaked Controllers for different environment types - Tweaked Reduced occlusion and obstruction filter factor - Tweaked Tail and Reflector usage Fixes: - Fixed Missing interior sounds for M9 Beretta and M1911A1 (RHS) - Fixed Missing sounds for PCML JSRS Soundmod - 6.17.1110 Changes: Additions: - Added SMA "Specialist Military Arms" Weapon sound support - Added New soundset for AAC 5x56mm rifles - Added New soundset for Scar 5x56mm/7x62mm rifles - Added JSRS soundsets to RHS USF MP7A2 - Added JSRS soundsets to RHS USF M24 SWS - Added JSRS soundsets to RHS USF M40A5 - Added JSRS soundsets to RHS GREF/SAF Sa vz.58 - Added JSRS soundsets to RHS GREF/SAF Sa vz.61 - Added JSRS soundsets to RHS AFRF Mosin SBR (suppressor) - Added JSRS soundsets to RHS AFRF T-5000 - Added JSRS soundsets to RHS AFRF (suppressor) - Added RHS Vehicle sounds support (WIP) Tweaks: - Tweaked Reduced 3D procession for tails and reduced distances - Tweaked Tail system got improved - Tweaked Silenced weapon tails got improved - Tweaked Minigun Sounds - Tweaked Tail volume and distances got improved - Tweaked Tails reflect environment more powerful - Tweaked Weapons have less tail samples but a higher repeat rate, no stuttering anymore - Tweaked All distance tails got improved or exchanged with new ones - Tweaked AK100 series sounds got improved - Tweaked AkM and Ak47 family sounds got improved - Tweaked Soniccrack Volume on further distances was too loud and noisy - Tweaked Soft surfaces such as concrete and dirt roads made a solid step noise - Tweaked Most weapons had a too strong frequency randomizer applied - Tweaked Volume for distance weapon tails were too low Fixes: - Fixed Missing RHS Mk14 EBRII soundsets - set to Mk18Ebr - Fixed Servaral missing RHS indoor soundsets for M107, M2010, PP2000 and so on - Fixed NIArms G36 was missing JSRS sounds for burst mode - Fixed NIArms HK53 and HK33A2 were missing JSRS sounds for burst mode - Fixed Missing RPG7V interior shot sounds - Fixed Missing ASP Kir firing sounds - Fixed Missing Minigun sounds for various helicopters - Fixed Missing firing sounds for Nlaw - Fixed Missing soundshader 1700m to 2500m Distances - Fixed File: jsrs_soundmod_snd_helicopters\sounds\wy-55_hellcat\int_main.ogg.ogg not found Old Changes: Support: If you'd like to support me, like what I do here or just want to get me drink, feel free to do so :) I thank you very much!!! Patreon or PayPal END USER LICENSE AGREEMENT: DISCLAIMER You are permitted to install and use this software for personal entertainment purposes only. You may not use this add-on (nor any of its parts) in any other add-on or mod (not even partially) nor redistribute or mirror it without LordJarhead's permission and agreement. This add-on is released under Creative Commons License Attribution-NonCommercial-NoDerivs JSRS SOUNDMOD by Dennis Kahl (LordJarhead) is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. Based on a work at https://jsrs-studios.com/. Permissions beyond the scope of this license may be available at https://jsrs-studios.com/ or info@jsrs-studios.com
  3. The audio changes which delayed Development branch updates are now partly published. As with most of these large tasks, this is ongoing work and so the current state is not considered final (in some places it may be worse for a little while). Effectively the core foundations are in place and now each individual asset needs tuning and fixing. We feel it will improve the soundscape in the final game :622: Senior audio team member Ondřej Matějka goes over the details:
  4. Hey all, I am currently preparing a mission which will feature a background music and ambient sounds. I would like to make sure that all the players hear it in case any of them had the music settings turned down to 0%. Is there any way to force audio volume settings on the players via a script or some addon so that I would be sure they can hear the music? Cheers, Adam
  5. Hi. How can I send some audio message in group channel, like "Get in that vehicle"? Edit: I mean just play a sound, no groupchat or action.
  6. Hey guys, So I have a glitch where whenever I am in a helicopter, vehicles, or a very tight area (like buildings or places with lots of echo) there is a loud static and "popping" sounds followed by a massive drop in frames. The glitch will go away if in 3rd person or in 32 bit arma, but I would like to be able to use 64 bit arma. I would like to elaborate on my term of massive frame rate drops, my frames will go from 60, all the way down to 1 or it will freeze entirely, so it makes first person unplayable. I have tested increasing sound sources from highest to lowest with no fix, I have tried most everything under the sun. People say that this issue is a Logitech headset only issue and I can confirm that that is false to an extent. I use Corsair VOID gaming USB headset and this issue persists. I have had this glitch for at least 6 months. Hardware: AMD FX-8350 (CPU) ASUS 970 PRO gaming AURA (Mobo) G.Skill Ripjaw DDR3 2x8 Gb RAM (RAM sticks) ASUS GTX 970 STRIX (GPU) Corsair VOID gaming USB Headset (Headset) (8 channel, 16 bit, 48000 Hz) (It is stuck on that setting btw) Thank you for taking the time to read.
  7. Everytime i launch Arma 3, when i press play on the launcher, or launch from the arma 3 folder in steamapps, all sound on my system cuts out. Discord, youtube, anything, including the game just cuts out. I am not sure what causes this bug, but it is very annoying as i can't play the game (Unless i want to play without sound). What i also find wierd is that i have to then close and reopen apps such as discord to hear and to make my mic work, it mutes my mic.
  8. Hello there great community of Arma! I happened to experience this strange audio bug during my last sessions of Arma, and I'd like to ask, if anyone else experienced something familiar, and if so, did anyone managed to fix it. Here's the video of bug, it'll be better than making an effort to explain it with words: I'm using Dynasound+Enhanced Soundscape, and I feel that it started to happen more frequently after recent updates of Arma.
  9. Hey all- TL;DR - Character _was_ speaking English, then last night when I went to play character was speaking French. Halp! So I've played the Arma series off and on over the years and I seem to remember running into this issue some years ago in Arma 2, but can't for the life of me find a setting to have "ALL" audio as English only. IIRC, in A2 there was a setting that had to be set for your character as well as the AI units to speak English in the voice over. Somehow, that has been set correctly on Arma 3 on my machine since I downloaded it day 1, but yesterday it got switched? Relevant info: Playing Antistasi - Warlords of the Pacific (Playing as independent) Mods: CBA_A3 ; Dynasound 2.0 Sunday: First day back and playing, char speaking English calling targets, regroup etc. Monday: Log back in, char speaking French calling targets, regroup etc.
  10. Hello there, I bought a new Logitech G430 Headset today and I have a very weird problem: Whenever I drive a car in first person, my frame-rate drops to one or two and the screen starts to freeze. This is ONLY in Arma 3, ONLY in First Person and ONLY in Cars. I don't know whats wrong but since I frequently drive cars in Arma and also in First-Person it's really annoying, especially when I'm forced to first person and driving alone it makes the game unplayable. I tried various stuff that may fix this but nothing worked yet. Any Ideas or where I could continue troubleshooting? CPU: AMD FX-8320E Mainboard: ASRock 990FX Extreme6 GPU: AMD Radeon R9 390 Headset: Logitech G430 OS: Windows 10 64-bit
  11. Hello. I'm trying to make the grenades play a pin pulling sound when you throw them. This is what I have: But for some reason it doesn't seem to be playing. Can anyone spot something wrong here or help me out?
  12. Headphones and why they are Important for games Most people overlook their audio for games in their setup, they buy expensive video cards, displays and even fancy ram with LED lights... I Would like to go over a few things, terminology, price/performance value what to look for and what to stay away from. Terminology Drivers- are the speakers which are used in your headphones designed for use in close proximity to your ears Big = better. Virtual Surround Sound - you dont need 5 sets of drivers per ear to have surround sound, generally this is a marketing term for stereo audio having more then 1 Driver per Ear is a waste of your money and your sound quality. Amp - a Amplifier which helps to push your headphones a little bit both in terms of volume and in quality. Open Back- Headphones with exposed drivers, provided great sound stage for the most part, will leak sound so you can hear what is going around you, and people can hear what you are listening to... will not bleed into mics if you set mic gain accordingly. overall these and the semi open are the best for gaming. Closed Back - Headphones which are completely enclosed drivers, the typical headphone type you are used to isolates sound. Semi open - really its just open back with a few trade offs. Sound Signature or Frequency response - how the headphone acts during certain frequency range. but be higher, lower or neutral (FLAT), V shaped means More Bass and treble and not much mid range sounds. Monitor or reference headphones mean that they have a flat Frequency response. Please try to Stay away from headsets... aka headphones with mics, usually you can find the same headphones without a mic at 200 to 300% less price, I would highly recommend Sony Clip on ECM CS3 Mic with a 3.5mm extension, really great sound quality you could use it for making voice overs in games... better then pretty much any headset mic. Stay away from brands such as Beats, Bose, skull candy ect... while some people may like them... its better if you look else where. Price I find that anything around 40 to a little less then 200 will give you very good headphones, above that you start to have steep diminishing returns for only slightly better audio... If you have a good motherboard and your house was not wired by grandma and grandpa you should have clean undisturbed signal with little or no noise so dacs will not be needed unless you really want to as most Highend (not high priced) motherboards should have a good quality dac built in. Try to stay away from wireless systems, i find anything wireless to just be a hassle with sub-par performance compared to a system which uses conductors, not only do wired headphones/ all devices work better in almost all regards you don't have to replace batteries and yes li po batteries will not last long, you have much lower latency with a wire close to the speed of light that is, more interference that might be picked up through a wireless system, plus wireless systems are harder to repair. Feel free to Post down below your comments, recommendation as well as any questions you have ;) will add headphone Amps down below at a later date and a few other things ... Headphones list AKG K612 - Pro one of the best Headphones I have tried, works very well of gaming and music, Flat sound signature, open relatively easy to run without an amp Around 150 USD (sadly build quality is a little low, connection issues led to me opening and re soldering the left ear) AKG K712 - the K612 older brother, better in all aspects but are around 300 USD great if you can find them used for around 200, but if not AKG K612 are pretty much the same, it also comes with a detachable cable AKG Q 701 - Great Audio, open back, Little harder to run then the K612, not much bass which is not such a huge issue little over priced for what they are AKG K240 and MK II - Great Semi Open Headphones around 50 to 95 USD easy to drive at 55 Ohms AKG K271 and MK II - Great Value Closed headphones easy to drive 55ohms drivers Audio Technica ( ATH ) ATH M20x,30x,40x,50x, - Get which ever headphone you can afford, they are little over hyped maybe for good reason, easy to run, closed (50's are over priced get the 40's instead) ATH AD 500X - Really impressive Headphones one my top pick for under a 100 USD for gaming headphones, open, easy to drive, Very accurate and large soundstage higher then 90% of headphones, lite on the base. sold for under 80 USD, wings on top can be moded with elastic or rubber band if one has issues with them, very light and very comfortable, flat sound signature besides for bass ATH AD 700X - A small step up above the 500x just a touch more bass around 100 USD ATH AD900X - A step up above the 700x, competitive to AKG k612 pro with less bass but more sound stage sold for around 150 USD ATH AD1000X - same as the previous line up with again a little more Bass and a touch of higher quality audio which might be unnoticeable for most people. sound for around 300 USD ATH A550x/ A700x/ 900x - Closed back version of the AD series, slightly less Sound stage but still very good for being closed back. and more bass. Takstar HI2050 - Great Cheap headphones if you can find them, opened back, little strong on clamping force, great sound stage, great bass, semi flat Sony MDR-7506 - Closed back headphones, some say they are better then the ATH Mxx series sold for less then 100, and they are portable much like the ATH Mxx. Philps Fidelio X1 Good Headphones have a high amount of praise, open back, large and comfortable. (stay away form the X2 due to the low quality manufacturing from the company being bought) Philips SHP9500 Better Valued Fidelio X1 per dollar ratio can be had for under 80 USD. DT-770 Closed headphones, comes in 3 resistance ratings, V shaped sound signature, its german take it or leave it... starting price at 150 USD DT-880 same as the 770 but semi opened starting price at 150 USD DT-990 Opened headphones, better sound stage, less bass starting price at 150 USD Sennheiser HD598 - very good Headphones, light weight, great sound stage, flat sound signature, little base lite, can be picked up for around 150 Sennheiser HD 558 - lower cost HD 598 if you can find them, very slight less bass and treble which helps to flatten the highs out Sennheiser HD 518 - Great value for the money if you must have a Sennheiser under 80... Sennheiser HD 201 - Closed headphones, Cheap, great feel Sennheiser HD 419 - Closed Headphones, Cheap, great feel Fostex T50 RP- are semi opened Headphones they are pretty good, around 100 to 150 in price, higher treble Fostex T20 RP Opened headphones for around 150 USD. great headphones Status Audio OB-1 Really great Headphones for under 100, no silly branding, poor sound stage, Strong build, recommend Superlux HD 668B - oh were to start with these headphones, I have nothing to say bad about these headphones for what they are. they are semi opened, great sound stage, very good sound, very light, detachable cable which you can pick up at any store, 3.5mm extension. flat sound signature and did I say they are sold for UNDER 40 USD... might be uncomfortable so please buy the 20 USD Velour HM5 pads :D to improve sound and its comfort value. might need to stretch them out on some books for a few nights Superlux HD 669 closed HD668B Superlux HD681 EVO semi opened headphones sold for under 30 USD cant say about sound quality but they should be close to the HD 668b Superlux HD 661 Like sony 7506 but a little better considering its price and superlux performance for what they cost Superlux HD 685 Closed headphones very nice similar to the AKG K550 but not at a 200 USD price range... had for under 60 USD Superlux HD 562 - Cool little portable On ear Headphones for outdoor use when you are playing arma mobile... And for those who need a headset I would recommend the hyper X :P to close this out I would like to say that you can defiantly get 5 to 10 years out of your headphones, most headphones will suffer from continuity issues and then most people will throw them out... however this is not needed, you can fix this issue. all you need is a soldering iron, lead/tin solder 60/40 (not plumbing) some silicon 24 to 30 awg wire depending on your need, and some 3.5mm plugs and jacks, you can mod your headphone to use detachable cables such as a 3.5mm extension or 2 male 3.5mm prong connectors, a cheap multimeter which has continuity mode. liquid tape and a hot glue gun, a screw gun with some drill bits, and wire strippers (automatic or pillar type) or if you are pro a side angle cutter (diagonal cutter). You can also make your own Track IR system if you feel like you can, which I highly encourage people to do so. however if you want to be boring you can always just spend your money and wait a few days for it to be shipped to your door... :lol:
  13. Hello, I just bought arma 3 and i started playing the campain and everything was fine but then when i went into the multiplayer i joined a server and lost all the sound (menu music, sfx ...) i then disconected frome the server but the sound didn't come back and i had to restart arma to regain the audio... I tried changing the cpu count and all but nothing changed and it does it on every server ... I loved arma 2 especially for it's multiplayer :wub: and now arma 3 looks epic but i can't experience it without any audio! Anyone know how i can fix this ? <_<
  14. While the not-so-recent sound update dramatically improved the quality of sounds, especially gunshots, in ArmA3 by adding a very nice dynamic echoing system, the actual gunshots of certain weapons still feel very lackluster. In particular, one of the biggest problems (in my opinion) is the sound of heavier weapons. While the marksman DLC gpmg's sound okay, most of the other weapons, including the vanilla .50 HMG and the GMG sound... less terrifying than they should. I'd like to use an example of what I consider to be one of the best heavy weapons sound effects system, the ArmA2 mod ACEX_SM. If you want an example, the following link contains some audio from ArmA2's acex_sm sound mod. The heavier weapons are more deep and sonorous, and you can EASILY tell the direction in which they are firing from, even with youtube's stereo audio compression. You only need to listen for a few moments for this to become abundantly clear. In comparison, ArmA3's lmgs and hmgs sound considerably more ambiguous. The sound of the supersonic rounds snapping overhead is excellent, but the attenuation of the source gunshots is unrealistically exaggerated. It takes a significant amount of experience for a player to estimate which direction they are being fired at from, and even then, visual cues are vital in determining the source. As an example; I note that this is a particularly poor example, as I am unsure of the nature of the weapon being used to fire at the soldier in cover, however, it's quite clear that the snaps dramatically overwhelm the audio of the weapon being fired. Also, the snaps are the same in sound regardless of the caliber of weapon being fired. (A 40mm cannon round whizzing overhead sounds identical to a 5.56). The source of the shots cannot be audibly gauged. Credits to ShackTactical and Dslyecxi for the footage. I used it in the context of education and feedback, I'm sure they won't mind.
  15. Audio Crackling

    Hello! While playing Arma 3 I noticed strange crackling/popping noises in the menu and in-game when there were a lot of background sounds around (e.g. driving a car offroad). I found a video of someone else on YouTube who had the same issue: Arma 3- Crackling and Popping Audio - YouTube ​I originally thought that this was related to some driver of mine causing dpc latency spikes. According to LatencyMon it indeed was. I updated all my drivers, my BIOS, changed power plan settings, and I even did a clean install of the OS and I still haven't gotten to the bottom of this. But just to make sure, I installed Arma 3 on a second pc and it had the same audio glitches (and latency Spikes). The only connection I could imagine would be Windows 10, which I installed on both machines. I am puzzled as to how this is even possible so my best guess is that it must be a compatibility problem. Is there anyone else here who is experiencing audio popping during gameplay and has Windows 10 installed? Thanks for the help​
  16. I've troubleshooted so much today it's amazing. So here we go - Quick and easy. Issue #1: jordan@jordanserver:~/arma2arrowhead$ sudo ./arma2oaserver check ArmA 2 directory: OK Server executable: /server ERROR! Port number: 2302 Config file: OK PID file: /2302.pid RUN file: /2302.run Issue #2: jordan@jordanserver:~/arma2arrowhead$ ./server Data file too short '/home/jordan/arma2arrowhead/pmc\addons\ca_pmc.pbo'. Expected 1234612782 B, got 115987 B Segmentation fault (core dumped)
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