VTE Sounds
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VTE Sounds
Hi all,
I making the weapon sounds for VTE ArmA and I need your opinions about them.
Thanks
I making the weapon sounds for VTE ArmA and I need your opinions about them.
Thanks
tpM, VTE soundeditor
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- Major
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how r ya m8 ,its anzac sas steve here m8. i think u hav madea goo d improvement on the sounds m8, good job!! i hav a sound 4 the ch34 ch47 birddog b52 an of course the b52 .if u r looking 4 some other sounds m8 let me know i can send u a preview orwhatever .i also hav an m60 sound and an m16-xm sound. i hav been using these sounds since the old ofp days an 2 me they r fantastic but as i hav previously mntioned sounds r very personal so sounds that i like no one else might like em hence people like different bands etc. happy 2 assist if need be. p.s lookn forward to another mp game with u guys.
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Could you put the vehicle sounds for me to download as I'd like to listen how they sound compared to our existing ones.
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no problem m8.the birdog sound is the cessna sound from ofp. the ch34 sound is the 1 u guys use 4 the cobras.the a4 b52 ah1 ch47 iwll work out a way 2 send u guys.also i hav experimented with the environment sound of the a4.if u set the engine sound higher than the environment sonud and hav a low audible setting u will hera the environment sound first and as the aircraft gets closer the the loud engine sound will hit u and give u a real sense of a jet flying over fast.the sound 2 use 4 the enironment sound would hav 2 b a distant aircraft sound which i will also send 2 u.p.s while were sharn stuff ill throw in the m16 and m60 sound 4 yas they r made from battlefield Vietnam which has been a great source 4 high quality nam sounds vehicles, guns rain,inssects everythn as i said iam a sound man and hav bout 3 or 4 games and bout 10 mods over the yers i hav kept 4 the sake of the sounds lol. compiling sounds and will get bak to you guys.
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Not sure if there is tutorial made for basic sound editing, perhaps tpM can help you with this one.Bigpickle wrote:can someone point me towards a tutorial on how to sound mod or arma?
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Okay this topic is about discussion of tpM's sounds, not really how to edit sounds but I'll say this; if you edit the contents of VTE_sounds.pbo without alterin filenames or radically change the audio quality (so ArmA crashes on it) then I see no reason why it would not work.
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I'm making a sound file name standard for VTE. From now on any edits we do we'll use the following method.
Infantry weapons:
<classname>_fire.wss
<classname>_reload.wss
Vehicles:
engine_<classname>.wss
treads_<classname>.wss (naturally only tracked vehicles).
The <classname> actually doesn't mean full tag+name, but just the name, heh. OK lets bring in few examples so we are clear.
Classname: VTE_m16a1
Name: Colt M16A1
Firing sound file name: M16a1_fire.wss
Reload sound file name: M16a1_reload.wss
Classname: VTE_ak47
Name: AK-47
Firing sound file name: Ak47_fire.wss
Reload sound file name: Ak47_reload.wss
Classname: VTE_m113
Name: M113 APC
Engine sound file name: engine_m113.wss
Treads sound file name: treads_m113.wss
Classname: VTE_t55
Name: T-55 Tank
Engine sound file name: engine_t55.wss
Treads sound file name: treads_t55.wss
I'm hoping this way its very easy to identify any sounds or choosing a sound file name when making a new one.
Also I mean with this that all infantry weapons have personal sounds, so we are NOT going to use M16a1 sound for M16, CAR-15 and Stoner for example. Of course the sounds from M16 and CAR-15 arent that much different, however the sounds take.. what 100kb in space and it surely creates immersion when you can hear the small difference in the sound.
The <name>_fire and engine_<name> difference in weapons and vehicles, I was thinking about that if they should be same, like <name>_engine. Dunno, at the moment all the vehicle sounds start with the engine and treads first. Not really a big deal, but perhaps can be changed.
Infantry weapons:
<classname>_fire.wss
<classname>_reload.wss
Vehicles:
engine_<classname>.wss
treads_<classname>.wss (naturally only tracked vehicles).
The <classname> actually doesn't mean full tag+name, but just the name, heh. OK lets bring in few examples so we are clear.
Classname: VTE_m16a1
Name: Colt M16A1
Firing sound file name: M16a1_fire.wss
Reload sound file name: M16a1_reload.wss
Classname: VTE_ak47
Name: AK-47
Firing sound file name: Ak47_fire.wss
Reload sound file name: Ak47_reload.wss
Classname: VTE_m113
Name: M113 APC
Engine sound file name: engine_m113.wss
Treads sound file name: treads_m113.wss
Classname: VTE_t55
Name: T-55 Tank
Engine sound file name: engine_t55.wss
Treads sound file name: treads_t55.wss
I'm hoping this way its very easy to identify any sounds or choosing a sound file name when making a new one.
Also I mean with this that all infantry weapons have personal sounds, so we are NOT going to use M16a1 sound for M16, CAR-15 and Stoner for example. Of course the sounds from M16 and CAR-15 arent that much different, however the sounds take.. what 100kb in space and it surely creates immersion when you can hear the small difference in the sound.
The <name>_fire and engine_<name> difference in weapons and vehicles, I was thinking about that if they should be same, like <name>_engine. Dunno, at the moment all the vehicle sounds start with the engine and treads first. Not really a big deal, but perhaps can be changed.
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Re: VTE Sounds
In the final alpha the environmental sounds seem to be quite low volume, I mean they are nice and mellow not intrusive at the moment... but I think real jungle is annoyingly loud with all the freaking insects and wildlife there.
To recap, here is the existing sound config from our terrains:
As you can see, all of the sound files are now playing at 0.05 volume, which I personally think is too low volume.
Any suggestions for better values?
To recap, here is the existing sound config from our terrains:
Code: Select all
/*
class CfgEnvSounds {};
snake attempt to create name environmental sounds
quick tutorial for VTE environmental sounds VTE_sounds\Environment\
JungleOcean1 = standard small waves, short 0:05s.
JungleOcean2 = bird sounds? no waves?, long 0:31s.
JungleOcean3 = insects, waves/stream, long 0:28s.
JungleRain1 = sharp heavy rain, electric raindrops, short 0:04s.
JungleRain2 = smoother heavy rain, raindrops on ground, short 0:09s.
JungleRain3 = soothing slow rain, big raindrops on leafs, short 0:07s.
JungleRain4 = massive thunder sound, long 1:30s (NO RAINDROPS sounds).
*/
class CfgEnvSounds
{
class Default
{
name = $STR_CFG_ENVSOUNDS_DEFAULT;
sound[] = {$DEFAULT$, 0, 1};
soundNight[] = {$DEFAULT$, 0, 1};
};
class Rain
{
name = "Rain";
sound[] = {"\vte_sounds\environment\junglerain3.wss", 0.05, 1}; // 0.006 (ofp had 0.05).
soundNight[] = {"", 0, 1};
volume = "rain*(1-night)*(1-forest)";
};
class RainNight
{
name = "RainNight";
sound[] = {"\vte_sounds\environment\junglerain3.wss", 0.05, 1}; // 0.006 (ofp had 0.05).
soundNight[] = {"", 0, 1};
volume = "rain*(1-forest)*night";
};
class RainForest
{
name = "RainForest";
sound[] = {"\vte_sounds\environment\junglerain3.wss", 0.05, 1}; // 0.006 (ofp had 0.05).
soundNight[] = {"", 0, 1};
volume = "rain*forest";
};
class RainHouses
{
name = "RainHouses";
sound[] = {"\vte_sounds\environment\junglerain3.wss", 0.05, 1}; // 0.006 (ofp had 0.05).
soundNight[] = {"", 0, 1};
volume = "rain*houses";
};
class Sea
{
name = "Sea";
sound[] = {"\vte_sounds\environment\jungleocean3.wss", 0.05, 1}; // 0.006 (ofp had 0.05).
soundNight[] = {"", 0, 1};
volume = "sea*(1-night)";
};
class SeaNight
{
name = "SeaNight";
sound[] = {"\vte_sounds\environment\jungleocean3.wss", 0.05, 1}; // 0.006 (ofp had 0.05).
soundNight[] = {"", 0, 1};
volume = "sea*night";
};
class Meadows
{
name = "Meadows";
sound[] = {"\vte_sounds\environment\jungleambience3.wss", 0.05, 1}; // 0.0006 (ofp had 0.05).
volume = "meadow*(1-rain)*(1-night)";
};
class MeadowsNight
{
name = "Meadows night";
sound[] = {"\vte_sounds\environment\junglenight3.wss", 0.05, 1}; // 0.0098 (ofp had 0.05).
volume = "meadow*(1-rain)*night";
};
class Trees
{
name = "Trees";
sound[] = {"\vte_sounds\environment\jungleambience3.wss", 0.05, 1}; // 0.0006 (ofp had 0.05).
volume = "trees*(1-rain)*(1-night)";
};
class TreesNight
{
name = "Trees night";
sound[] = {"\vte_sounds\environment\junglenight3.wss", 0.05, 1}; // 0.009 (ofp had 0.05).
volume = "trees*(1-rain)*night";
};
class Hills
{
name = "Hills";
sound[] = {"\vte_sounds\environment\jungleambience3.wss", 0.05, 1}; // 0.0006 (ofp had 0.05).
volume = "hills*(1-night)";
};
class HillsNight
{
name = "HillsNight";
sound[] = {"\vte_sounds\environment\junglenight3.wss", 0.05, 1}; // db-80, 1
soundNight[] = {"", 0, 1};
volume = "hills*night";
};
class Wind
{
name = "Wind";
sound[] = {"", 0.000177828, 1};
volume = "(1-hills)*windy*0.5";
};
};
Any suggestions for better values?
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Re: VTE Sounds
I heard people saying it was too loud but I (me) feel like snake, jungle is a noisy place
I think I didn't hear yet mosquitoes flying close to your ears for exemple, witch is kinda common in nam forests (bullets also
) I know this sound exists in basic arma, could just be louder and prolly more frequent if possible.
Anyway, it's all a question of balance between the sounds and for that I trust in our beloved sound makers. If you hear the parrot when in a firefight, sumfin is just wrong.
I think I didn't hear yet mosquitoes flying close to your ears for exemple, witch is kinda common in nam forests (bullets also
![Smile :)](./images/smilies/icon_smile.gif)
Anyway, it's all a question of balance between the sounds and for that I trust in our beloved sound makers. If you hear the parrot when in a firefight, sumfin is just wrong.
They train young men to drop fire on people. But their commanders won't allow them to write "Fuck" on their airplanes because it's obscene!
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