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> Arma2 Sound Thread, All About The Audio
mrcash2008
post Aug 31 2008, 13:44
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I noticed 2 mp3's upped on the news ref the sound of Arma2 and its early days but I would like to know when info trickles in :

1. Are they going to use dynamic voices much like RUG DSAI stock in the sim?
2. How implemented is EAX in the engine, reflections, depth etc. Or will effects be applied pre-rendered to stock sounds?
3. Will there be more voices used for team/radio than the selection in Arma as it is now?
4. Whats the minimum spec soundcard for the next version?
5. Will modding sound be similar to Arma, any nice flexible additions in configs modders can use such as reverb depth, reflection, internal EQ?
6. Will Arma have a more flexible internal audio mixer, one volume for radio coms, one for first person voice, once for effects, one for music etc?
7. ECS brought much life to the ambience and immersion into Arma with church bells, more birds, flies, clanging sounds in urban areas, extra wind effects etc will this be more detailed in Arma2, Vanilla Arma did sound like an empty space allot of the time.
8. When it rains will we get nice running water effects off of buildings / metal etc and will there be any details like brushing sounds past bushes, twigs cracking etc in woods, this was accomplished really well in the original Ghost Recon (ahead of its time for the sound details).
9. Will there be ear ringing effects near grenad blasts, and what kind fo audio effects will be used in situations like that and medic/injured moments (more medic dynamic calls etc?).

.. that's all I have for now, but though Id start a sound section if there is any specifics or news, or even features sound related for Arma2 post them here, im an audiophile at heart and love to know all about the geek side of audio within games, especially this sim.

This post has been edited by mrcash2008: Aug 31 2008, 13:53


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L-J-F
post Dec 17 2008, 03:54
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I really do hope they improve the sounds, although good they certainly lacked power. I'm not talking farcry 2 power here either, I'm talking REAL power, a gunshot isn't a base drum, it's a loud and impressive crack followed by a fleshy thud or so I'm led to believe, why games continue with Hollywood sound effects really puzzles me.

In closing, pretty much what you said above [mrcash2008] would be awesome.
 
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