# Search the Community

Showing results for tags 'sound'.

• ### Search By Tags

Type tags separated by commas.

### Forums

• BOHEMIA INTERACTIVE
• BOHEMIA INTERACTIVE - NEWS
• BOHEMIA INTERACTIVE - JOBS
• BOHEMIA INTERACTIVE - GENERAL
• FEATURED GAMES
• ARMA 3
• DAYZ
• TAKE ON MARS
• ARMA 2
• ARGO
• YLANDS
• MOBILE GAMES
• ARMA MOBILE OPS
• MINIDAYZ
• ARMA TACTICS
• ARMA 2 FIRING RANGE
• BI MILITARY GAMES FORUMS
• BOHEMIA INCUBATOR
• OTHER BOHEMIA GAMES
• TAKE ON HELICOPTERS
• CARRIER COMMAND: GAEA MISSION
• ARMA: ARMED ASSAULT / COMBAT OPERATIONS
• ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
• IRON FRONT: LIBERATION 1944
• BACK CATALOGUE
• OFFTOPIC
• OFFTOPIC
• ArmA Toolmakers's Releases
• ArmA Toolmakers's General
• Die Hard OFP Lovers' Club's Topics
• Japan in Arma's Topics

• 0 Replies

• 0 Views

Found 47 results

2. ## Custom Weapon config.cpp - Cannot configure 'firing' sounds correctly

Good morning/evening! This is my first post on the forums after years of reading and searching, so please bear with me! I have been attempting to put a weapon into the game, and I have had great success so far, currently it is working in game, the model, textures, configs (mostly) and all properties like firing speed, and the ammo and magazines work. However. I cannot, after 50+ times of trial and error, get the weapon firing sound effect to work. The empty sound effect, and reloading sound effect work but not my custom firing sound. Blow is a copy of my script in its current state. This is a Star Wars weapon, and I am 100% sure i have all my file names correct. I am convinced maybe I have the path to the sound effect "wpn_rep_blaster_fire.wss" located in the "DC15SMOD\sound\" folder incorrectly formatted, as the weapon reload and empty sounds are just dependencies from another star wars mod. Most of this is practice based off of the Weapon Sample config in ARMA Samples. Any help would be greatly appreciated. I know there is also a parameter for suppressed/non-suppressed weapon sounds, but this weapon will not be suppressed at all, and I could not find any information on how to set the sound configs up correctly either. Any help would be greatly appreciated!

4. ## sound Logitech sound bug

Hello, I bought myself a Logitech G430 and reinstalled Arma 3. Everytime I go in a vehicle in first person my sounds starts to stutter, my FPS drop and finally my game freezes. I saw this bug is around since nearly a year now, but I didn't find any fix for it. The game is unplayable for me right now so I hope someone can help me out quick. Here are some related topics: https://feedback.bistudio.com/T124112
5. ## sound enhancement mod Enhanced Soundscape by LAxemann and Jokoho482

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 Download (1.21) 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.

7. ## soundmod DynaSound 2.0 by LAxemann and Jokoho482

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.
8. ## The Mighty GAU-8 Avenger (>2017)

Introduction Since the release of the NATO close air support plane, we were missing the power of the real A-10, the role model of the A-164. With bringing the A-164 into the game, Bohemia introduced a gun which was neither able to destroy a simple APC nor really effective against infantry. So we, passionate pilots, decided to see what we can do, and this mod is the result. What does it do? The core focus of the mod is to increase the damage to achieve a more realistic result. We also completely overhauled all sounds and particle effects, just take a look at our announcement trailer. Dependencies There are no dependencies with other mods. Compatibility The mod is compatible with multiple other A-10 mods. Among them are: ACE RHS Peral STI EricJ Fullerpj CUP Firewill License Changelog Download GitHub Steam Workshop Armaholic withSIX

Hey there guys; Working on the F-16C sound mod and was curios to know how I could go about adding in environmental reverb to the sound sets / shaders in the mod? So when the aircraft is moving around the environment there is more of a "surround" effect? I think something like this would be a huge improvement for jets/helicopter audio as it would definitely enhance the soundscape in general, providing a more realistic sense of direction as well as being able to hear the aircraft's effect on buildings, trees and even fields. Thanks all!
10. ## Missile Sounds Mod

This mod adds the sounds on all vanilla rockets and RHS rockets. Requirements: RHS: Armed Forces Of The Russian Federation, RHS: United States Armed Forces. Download: Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=762474289 Armaholic: http://www.armaholic.com/page.php?id=31617
11. ## [help] Unit remains mute in the dialog

Hey guys, i have returned to ArmA editing a couple of days ago, and am now facing an issue that I can not resolve by myself. I have established a short conversation between the player and a unit. Script-wise everything seems to work ( I used the A3 method via texts.bikb). I have recorded soundfiles for the player, as well for his conversation partner, but I can only hear the player. The other unit is lip-synched and the text shows as subtitles, but I can not hear the soundfile playing. Did anybody ever have the same issue, or do you know how to resolve it? Recording is MONO via Audacity. Mission is Singleplayer. Bikb and scriptfile are included. texts.bikb conversation.sqf
12. ## Sound Replacement Config / "Undefined base class Mode_SemiAuto'.

Hi, I am trying to get into that config replacement stuff. At the moment i have a problem with sound replacement. I am trying to give a Modgun a vanilla sound (P07), but cant get it done and iam running out of ideas how this could work else... When launching Arma with my replacement config, i get the error "Undefined base class Mode_SemiAuto'. This is the code inside the CfgWeapons in my replacement config file: As far as i get it, you basically "overwrite" the initial mod config file with your replacement file. It worked sofar with all parameters, except the sound I have no clue where the class "Mode_SemiAuto" directs to. It somehow works when i throw this code directly into the original mod config file, thats why i really dont understand why my replacement config with the same code wont.... I guess its a noob caused issue and hope you guys can help me out. I can give more info if needed. Sry for english mistakes & greets from Germany ;)
13. ## Can someone help me with that Script?

Can someone help me please? I have he followig problem with a script that i found in the forums. Original Script: https://forums.bistudio.com/forums/topic/170735-wilhelm-scream/ . My customized Version: //resistancecheck.sqf { if (side _x == resistance) then { KilledUnit = _x addeventhandler ["killed", {_soundPath = [(str missionConfigFile), 0, -15] call BIS_fnc_trimString; _randscream = ["sounds\death_scream_1.wav","sounds\death_scream_2.wav","sounds\death_scream_3.wav","sounds\death_scream_4.wav","sounds\death_scream_5.wav", "sounds\death_scream_6.wav","sounds\death_scream_7.wav","sounds\death_scream_8.wav","sounds\death_scream_9.wav","sounds\death_scream_10.wav", "sounds\death_scream_11.wav","sounds\death_scream_12.wav","sounds\death_scream_13.wav","sounds\death_scream_14.wav"]; _soundToPlay = _soundPath + (_randscream call BIS_fnc_selectRandom); playSound3D [_soundToPlay, (_this select 0), false, getPos (_this select 0), 10, 1, 50];}]; KilledUnit = _x addeventhandler ["killed", {nul = _this execVM "scripts\resistancekilled.sqf"}]; }; } forEach allUnits; I can´t get it to work. The script should work as following: check if unit of side resistance was killed, then play a random "deathscream". Second script works without problems just the screams don´t work.
14. ## Sound Replacement Config /

Hi, I am trying to get into that config replacement stuff. At the moment i have a problem with sound replacement. I am trying to give a Modgun a vanilla sound (P07), but cant get it done and iam running out of ideas how this could work else... When launching Arma with my replacement config, i get the error "Undefined base class `Mode_SemiAuto'. This is the code inside the CfgWeapons in my replacement config file: As far as i get it, you basically "overwrite" the initial mod config file with your replacement file. It worked sofar with all parameters, except the sound I have no clue where the class "Mode_SemiAuto" directs to. It somehow works when i throw this code directly into the original mod config file, thats why i really dont understand why my replacement config with the same code wont.... I guess its a noob caused issue and hope you guys can help me out. I can give more info if needed. Sry for english mistakes & greets from Germany ;)
15. ## sound CZ75 Ambient Music

Title CZ75 Ambient Music Author LuzifR Description This addon adds some ambient music to your mission. It starts automatically when you play a scenario. Required Addons CBA Download Signed: Yes, serverkey included Installation Extract the file(s) to your ArmA3 directory. Now you can use a following parameter to start ArmA3 with this mod: -mod=(mod folder). Included files cz75_ambientmusic.pbo Media Credits & Thanks Script made by LuzifR Sounds by CO.AG Music https://www.youtube.com/channel/UCcavSftXHgxLBWwLDm_bNvA Tested by CZ75-Squad TS3-, FTP- and ARMA-Server by The Oldboys Changelog v170921 - fixed some ogg-files v170914 - first release
16. ## No Game Sound Whatsoever not even chat

I have no sound while playing not even on the main menu, there is no sound coming from the game whatsoever headset unplugged or plugged in.
17. ## Making a Ambient Speech System

Being relatively new in scripting, I was wondering if anybody could help me figure out how to make functions use random values. I currently have a basic system that relies on event-handler. This is what I currently have in a separate script (talkerWest02). ( //Ambient speech system //cheers this addEventHandler ["FiredNear",{say3D "vo_soldier_west_02_cheer01"}]; //panic this addEventHandler ["Explosion",{say3D "vo_soldier_west_02_panic_explode_01"}]; //Death yells and moans this addEventHandler ["Killed",{say3D "placeholder"}]; ) (the description.ext is already hard to read for one full speech tree, and im planning on adding another 7 or 8 (4 for each faction)) This is unfinished script that i have for one soldier. I'm thinking each soldier should have its own speech script that can be executed on initialization. However, I don't know how to randomize the chances of each different line occurring, make sure that when one gets picked no others are allowed to execute for a certain time (around 10 secs, to make sure there's not too much talking), how to mute/replace the current speech (soldiers now say when they are moving, must have been added in a recent patch), and how bad of a impact on performance this might have.
18. ## Custom Deathscreen Script

Custom Deathscreen Script by GEORGE FLOROS [GR] Description: Adding an image of blood and sound when killed to spice it a little bit . You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation: Place the files in your mission . There is everything included in the description.ext , to copy paste from . Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.1 fixed name v1.0 Forum topic: - Armaholic forums Armaholic Custom Deathscreen Script v1.1
19. ## Sound Replacement Help.

Hi, I am in a bit of trouble I wanted to change the sounds of HLC AK mod with my own one. Things I did. Changed my Sound to .wss (like the one in HLC ak) Extracted the wp_hlc_ak.pbo Renamed my sound like of one in pbo deleted the original sound and replace it with mine with same name. Packed the Folder wp_hlc_ak into a pbo Thing is the whole PBO is not loading it seems as no HLC AKs are present in Arsenal.
20. ## Play sound with addaction

I don't know much about scripting. Things always work in single player but as soon as i test in multiplayer everything is broken... How can i add an addaction to a laptop for a dedicated server? I want to activate a sound (played on another object) from a laptop. This is the activation i had on a trigger: toc = [[laptop, ["Toque Formatura","toque.sqf"]],"addAction",true,true] call BIS_fnc_MP; toque.sqf: if (!isServer) exitWith {}; [Loudspeakers, "formar", 300] call CBA_fnc_globalSay3d; It works in singleplayer but no MP

Hi guys, Does anybody have a soundshader.hpp customized for the lynx or any .50cal sniper rifle? For the other weapons we used the MX Shader, but figured out that a sniper would be different. Cheers
22. ## hint with sound

i know it seems quite ridicolous, but i've been searching for a long time...and always let it be "as it is" just because seemed not very important. anyway now i really wish to understand why i can't hear hint sound ! i mean the "BIP" sound when a new hint is displayed. i even thinked was something about misic/sounds, changed settings...no way...still no hint sound! any idea what can be? thanks !
23. ## How do I make a mod exclusively for sounds?

Hello, I have been making missions for Zeus for a while, but obviously, importing sounds into mission files makes them really big. It's gotten to where players are sometimes stuck on Receiving Data because there's just so much to load (even though they have downloaded the actual PBO from my Dropbox). I want to be able to go back and have a 500 KB mission file, and have the sounds isolated. Do you know if there's a way I can make a mod exclusively for sounds? I want to use them selectively, such as a radio playing music and such. I want to isolate them from the mission file, but still be able to play them. Thank you!
24. ## All sound from PC cuts out when i launch arma

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.
25. ## Custom Action that triggers custom say3D sound

Hi. I want to add a custom action to a player that, when triggered, will play a custom sound "sound1.ogg" inside my mission file\music\ folder. My description.ext works properly, here it is: class CfgSounds { sounds[] = {01,02}; class 01 { name = "01"; sound[] = {"music\sound1.ogg", db+10, 1.0}; titles[] = {0,""}; }; class 02 { name = "02"; sound[] = {"music\sound2.ogg", db+10, 1.0}; titles[] = {0,""}; }; }; Note that sound2.ogg is not used yet. In the init field of the player that can play the sound, I have tried to make the custom action: this addAction ["Play Sound", this say3D "01"] but here's the problem: when I run the scenario, the sound is played at the beginning, right after the players spawn in, and there is no custom action on the player. If I forgot to add anything, please ask, this is my first post so I might have missed something...
×

• Clubs