Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Cookoff - Improve ammo detonation sounds #5327

Merged
merged 25 commits into from
Feb 4, 2024
Merged

Conversation

jokoho48
Copy link
Member

@jokoho48 jokoho48 commented Jul 4, 2017

When merged this pull request will:

the Version in the video not 100% of the same random values because the current values fit better

Sounds by LAxemann

@jonpas jonpas added kind/enhancement Release Notes: **IMPROVED:** status/review-pending labels Jul 4, 2017
@jonpas jonpas added this to the 3.11.0 milestone Jul 4, 2017
@bux
Copy link
Member

bux commented Jul 5, 2017

But the cook off sounds have been redone for last release, haven't they?

I failed to see that this was for the ammo cook offs

@jokoho48
Copy link
Member Author

jokoho48 commented Jul 5, 2017

I am currently working to Implement an Object Pooling Solution and LAxemann is not 100% happy with the sounds and may change them a bit.

improve Distances
@jonpas
Copy link
Member

jonpas commented Oct 14, 2017

Pushing back to 3.12.0, would like to see more discussion on this versus old system.

@jonpas jonpas modified the milestones: 3.11.0, 3.12.0 Oct 14, 2017
@ulteq
Copy link
Contributor

ulteq commented Oct 31, 2017

The new variant sounds good, but I do not know how the old one was.

@jokoho48
Copy link
Member Author

jokoho48 commented Nov 3, 2017

The old.system had no sound modulation on distances so it sounded like the explosion was close even when that was not the case

@jokoho48
Copy link
Member Author

jokoho48 commented Nov 3, 2017

And no SOS calculation so a rocket explosion sound was by the player at the moment of creation, of the sound object. The new system now have 3 steps for modulation of the sound and also uses a correct sos timing

@jokoho48
Copy link
Member Author

jokoho48 commented Nov 3, 2017

The old sounds also clipped what created kind of white noice

@kymckay
Copy link
Member

kymckay commented Dec 6, 2017

Pushing this milestone back in favour of getting 3.12.0 out the door, significant changes that require some further review.

Is there any performance impact associated with this? I've always been a little dubious about the whole creating objects for sound addons thing, but never properly looked into it.

@kymckay kymckay removed this from the 3.12.0 milestone Dec 6, 2017
@thojkooi
Copy link
Contributor

we should take the sounds but not the code from this PR.

@jokoho48
Copy link
Member Author

jokoho48 commented Mar 24, 2019

we should take the sounds but not the code from this PR.

I do not think that that is possible because the sounds are made to change at different distances and playSound3D does not support that at all.
Also, playSound3D creates a Globally Synced Object what is more stress on the network than a CBA Event with data attached.
so when we would switch back to the old code base it would create the same jarring sounds.
playSound3D is just not made for Effect sounds that are meant to reach more than 100m

@AirShark07
Copy link

the new ones sounds way much better is this still WIP?

@commy2
Copy link
Contributor

commy2 commented Oct 29, 2019

I wanted to implement this using CBATeam/CBA_A3#1174 which is not finished.

@Dystopian
Copy link
Contributor

I wanted to implement this using CBATeam/CBA_A3#1174 which is not finished.

@commy2 maybe this PR should be merged and when CBA implementation is ready it can be edited?

@commy2
Copy link
Contributor

commy2 commented Mar 20, 2020

But I don't like this implementation.

@jonpas
Copy link
Member

jonpas commented Sep 11, 2023

Anyone wants to do anything with this?

@johnb432
Copy link
Contributor

johnb432 commented Nov 2, 2023

Anyone wants to do anything with this?

I think it would be neat. I need to take a better look at it once I have cleared my backlog.

@johnb432
Copy link
Contributor

I went ahead and pushed my suggestions after testing. The sounds might not be loud enough in its current implementation, but that can be easily tweaked via playSound3D.
Further feedback is needed for the above, but for me this is good to go.

@johnb432 johnb432 mentioned this pull request Jan 31, 2024
addons/cookoff/CfgSounds.hpp Show resolved Hide resolved
addons/cookoff/XEH_postInit.sqf Outdated Show resolved Hide resolved
@johnb432
Copy link
Contributor

johnb432 commented Feb 3, 2024

In the latest commit I bumped the volume from 1 to 2.
Feedback on the volume in general is needed.

@johnb432 johnb432 linked an issue Feb 3, 2024 that may be closed by this pull request
@LinkIsGrim LinkIsGrim changed the title Improve Cookoff Detonate Ammo Sounds Cookoff - Improve ammo detonation sounds Feb 4, 2024
@johnb432 johnb432 merged commit 2a6fd19 into master Feb 4, 2024
5 checks passed
@johnb432 johnb432 deleted the ImproveCookoffSounds branch February 4, 2024 09:37
@654wak654 654wak654 modified the milestones: Ongoing, 3.16.4 Feb 7, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
kind/enhancement Release Notes: **IMPROVED:** status/review-pending
Projects
None yet
Development

Successfully merging this pull request may close these issues.

Cookoff sound effects sometimes do not obey speed of sound