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Sound bug with plane
Need More Info, NormalPublic

Description

When a plane is too close of the ground, there is no sound, no sonic boom, no standard plane sound.

Details

Severity
Minor
Resolution
Open
Reproducibility
Always
Operating System
Windows 10
Operating System Version
15063.296
Category
Sound
Steps To Reproduce

Fly between 10 -50

Event Timeline

Miawrr created this task.May 18 2017, 9:30 AM
razazel claimed this task.May 18 2017, 1:49 PM
razazel changed the task status from New to Need More Info.
razazel added a subscriber: razazel.

Hello,

do you by any chance have a video of such issue?

Also are you using any mods? Did you try verifying integrity of the game cache to make sure no game files are missing or corrupt?

I have confirmed the problem and narrowed down the aircraft and circumstances where the problems occur. I encountered problems with the Black Wasp and Gryphon, Wipeout and UCAV Sentinel at speed settings faster than limited. I tested aircraft with the AI flying first at full speed and then at normal and finally limited speed (using group speed settings). All other aircraft besides those four sounded normal at all speeds, and all of the aircraft sounded normal at limited speed.

Shikra (No problems):

  • Full speed: Loud crack shortly after the Shikra passes by, then distant rumble.
  • Normal speed: Same as full speed.
  • Limited speed: Engine can be heard as the aircraft approaches and passes by.

Black Wasp (Problems):

  • Full speed: Even a low-altitude flyover with the jet passing within ~100 meters overhead will only produce the distant 'rumble' sound about 12 seconds after the jet has passed. There's no loud crack, or even any significant noise to let you know that a jet just zipped over your head at trans-sonic to supersonic speeds.
  • Normal speed: Same issue as with full speed.
  • Limited speed: Engine can be heard as the aircraft approaches and passes by.

Gryphon (Problems):

  • Full speed: Even a low-altitude flyover with the jet passing within ~100 meters overhead will only produce the distant 'rumble' sound about 12 seconds after the jet has passed. There's no loud crack or any significant noise to let you know that a jet just zipped over your head at near-supersonic speed.
  • Normal speed: Same issue as with full speed.
  • Limited speed: Engine can be heard as the aircraft approaches and passes by.

Neophron (No problems):

  • Full speed: Engine is heard normally as it's passing overhead and then moving away.
  • Normal speed: Same as full speed.
  • Limited speed: Engine can be heard as the aircraft approaches and passes by.

UCAV Sentinel (Problems)

  • Full speed: No noise as it passes overhead.
  • Normal speed: Same as full speed.
  • Limited speed: Actually heard faintly as it approached, passed, and moved away.

Xi'An (No problems)

  • Full speed: Heard on approach and as it passes away.
  • Normal speed: Same as full speed.
  • Limited speed: Same as full speed.

Wipeout (Problems)

  • Full speed: Not heard on approach, only heard a few seconds after it had passed overhead.
  • Normal speed: Same as full speed.
  • Limited speed: Actually was able to hear on approach, while passing, and after it passed.

Buzzard (No problems)

  • Full speed: Heard on approach and as it passes away.
  • Normal speed: Same as full speed.
  • Limited speed: Same as full speed.

Blackfish (No problems)

  • Full speed: Heard on approach and as it passes away.
  • Normal speed: Same as full speed.
  • Limited speed: Same as full speed.

For the purpose of reproduction, here are the full details of the test: I used ArmA 3 version 1.8.143751 and no mods. I verified the integrity of the game cache prior to testing. I performed the test on Altis. I positioned myself on the southeastern side of the hill at Agios Minas, grid 078-180. I used an IVF Cheetah to be able to detect incoming aircraft with radar since the noise issue was making it hard for me to tell if/when they had passed overhead. I placed myself in the commander seat and turned out so that I could see and listen while verifying contacts on my radar. I placed all of the aircraft in the editor along a line extending between 137-073 to 147-041, and gave them all a move waypoint to grid 076-269. I swapped in BLUFOR pilots for the CSAT aircraft and ensured each aircraft was in its own group. I set the move speeds for each group, and set the init of each aircraft to 'this flyInHeight 120' since I had had problems in earlier tests with some of the aircraft smashing into hills. The aircraft were placed at a starting height of 300-400 m. I ordered the aircraft with the fastest ones at the front of the line so I could hear them independently of the aircraft which followed them.

Here's my map file with the aircraft set to full speed:

I found a bug report on a similar issue with an included youtube video here: RC 1.70.141503 : Jet sound pops in very late. I noticed the same problem during my own testing, where the Gryphon and Black Wasp would zip past at about 100 meters away and the distant sound would pop in about 12 seconds later, with no sound for when it was up close.

TRAGER added a subscriber: TRAGER.Aug 5 2024, 5:26 AM
TRAGER added a comment.EditedAug 5 2024, 7:59 AM

Neophron, Xi'An, Buzzard, Blackfish do not have such problems seems because they use the old way of sounds in the configuration. The new ones are soundSets and have the above noted problems
Reading the configuration you can find out that the Jet should be audible starting from 5000 km from rear and front
This is not happening even close, watch the video: the sound you will hear comes from the player at the airport (all external sounds are off so you will only hear the jet sounds)

https://youtu.be/e-Hcm_X-PKU

the first sound responce in video at 00:34 time code

TRAGER added a comment.EditedAug 5 2024, 10:04 AM

For some reason there is a delay for the sound. When jet enters in the target's hearing range, only after a few seconds (more than 20 I think) sounds from its engines appear, usually during this time jet leaves and we received such sound behavior.
Make sure of this we can by attaching jet to the approaching of the target's hearing range and waiting until the target start hear engines, then continue the approach to the target; in this case, all sounds will work
see https://www.youtube.com/watch?v=LfF4gJQz6m0

Best reproduction example is:

  1. spawn class B_Plane_Fighter_01_F in Eden any world in fly with AI pilot
  2. start mission and move your camera avay jet from a ~2km
  3. then move closer to jet and listen that no any sound played (even super close to jet)
  4. wait ~20 sec and sound will appear instantly

Look at another pero video, just do same action from video ↓↓↓↓

https://youtu.be/VftJCQLYW48