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Add Water Soundcontroller to CfgAmmo
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Description

As seen here: SoundController Arma 3 Wiki.

The Water Soundcontroller is not working for CfgAmmo classes. If it were able to use this controller to detect if, for example, an explosion is happening in water, it would be possible to have different sounds for explosions inside and outside of water, which would highly benefit the variety and immersion!

Details

Severity
Feature
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
Sound
Steps To Reproduce

Through grenades or any sort of explosion type ammo into the water and let it explode.

Related Objects

Event Timeline

dedmen changed the task status from New to Assigned.Oct 29 2020, 9:46 AM
dedmen set Ref Ticket to AIII-53474.
dedmen added a subscriber: dedmen.Dec 16 2020, 5:17 PM

Please provide a example config where the new "water" controller is used.

dedmen changed the task status from Assigned to Feedback.Wed, Jul 23, 5:01 PM

We already have a separate hitsound for water hits, but that is determined by the explosion, happening within 5cm of the water surface, not whether its below the water.
I tried adding this in profiling branch v9 and 2.22, but you never provided a example to test with (which is why this ticket has been laying around for so long), so I don't have anything now to test it either and not the time to learn audio configs and make my own explosive.

"water" controller is 0 if position is above water surface, and 1.0 if position is below water surface.

TRAGER added a subscriber: TRAGER.Thu, Jul 24, 11:14 AM

"water" controller is 0 if position is above water surface, and 1.0 if position is below water surface.

This sound controller will be very useful for CfgAmmo, for example to implement a request from this ticket T182345
With the "sea" controller, it is not possible get best result, because e.g. on an aircraft carrier at sea if throw grenade on surface of object the sound will be a water splash, sea=1 does not take into account height or being in/on water

	class GrenadeHe_tailWater_SoundShader
	{
		samples[]=
		{
			
			{
				"A3\Sounds_F\Vehicles\Crashes\waterSplash_1",
				1
			},
			
			{
				"A3\Sounds_F\Vehicles\Crashes\waterSplash_2",
				1
			}
		};
		volume="sea";
		range=2200;
		limitation=1;
		rangeCurve[]=
		{
			{0,1},
			{250,1},
			{2200,0}
		};
	};
  • Spawn Aircarrier at waters
  • Spawn player on surface of aircarrier
  • Start game throw HE grenade on on surface of aircarrier
  • Game will play water GrenadeHe_tailWater_SoundShader

If 'water' will work with CfgAmmo water splash sounds seems work splendid on water surface and do not work on surface above water on some object:

	class GrenadeHe_tailWater_SoundShader
	{
		samples[]=
		{
			
			{
				"A3\Sounds_F\Vehicles\Crashes\waterSplash_1",
				1
			},
			
			{
				"A3\Sounds_F\Vehicles\Crashes\waterSplash_2",
				1
			}
		};
		volume="water";
		range=2200;
		limitation=1;
		rangeCurve[]=
		{
			{0,1},
			{250,1},
			{2200,0}
		};
	};

My request could also be implemented if the altitudeSea and waterDepth controllers worked with CfgAmmo.