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7.62 & 6.5 Miniguns and Coaxial machine guns tail Sound Sets are glitchy
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Description

Some echo sound sets are missing frequencyRandomizer parameter, this is couses 'robotic' sound glitch for tail sounds which with weaponShotTailDistanceFreqAttenuationFilter distance filter:

classhas weaponShotTailDistanceFreqAttenuationFilter ?has frequencyRandomizer param ?glitches present ?
Autocannon35mm_tail_SoundSetyesnoyes
Autocannon30mmBody_tail_SoundSetyesnoyes
Autocannon30mmTurret_tail_SoundSetyesnoyes
Autocannon40mm_tail_SoundSetyesnoyes
HMG050_tail_SoundSetyesnoyes
HMG127mm_tail_SoundSetyesnoyes
LMG65mmTurret_tail_SoundSetyesnoyes
LMGCoax762mm_tail_SoundSetyesnoyes
LMGMinigun65mm_tail_SoundSetyesnoyes
M134Minigun_tail_SoundSetyesnoyes
HMG127mm_static_tail_SoundSetyesnoyes
MMG_SPMG_tail_SoundSetyesnoyes
Rifle_Tail_Base_SoundSet (all hand held weapons)yesyesno
Pistol_Tail_Base_SoundSetyesyesno
Mk20_Tail_SoundSetyesyesno
LMG65mmBody_tail_SoundSetyesyesno

Apparently, having a value above zero for the frequencyRandomizer parameter is mandatory for echo sounds which using weaponShotTailDistanceFreqAttenuationFilter distance filter

check pasteBin CfgSoundSets to see how to fix it (see only param in right from each distanceFilter=""; rest is vanilla non-changed data)

Minor glitch hearable when high caliber machine guns shoot
Medium glitch hearable when shots autocannons
Major glitch hearable when shots coaxial machineguns and miniguns (7.62, 6.5 mm)

see YT video https://youtu.be/oidXawygpro = ← muddy footage - fixed, clear footage - vanilla

Details

Severity
Minor
Resolution
Open
Reproducibility
Always
Operating System
Windows 11 x64
Operating System Version
22H2
Category
Config
Steps To Reproduce

  1. open repro scenario in Eden
  2. move in gunner seats each vehicle and shot
  3. hear carefuly echoes

  1. load ↑↑mod↑↑ adds frequencyRandomizer param to 1
  2. try again steps 1-3

watch how to repro YT video https://youtu.be/oidXawygpro

Event Timeline

TRAGER created this task.Apr 22 2022, 1:24 PM
This comment was removed by Tenshi.
This comment was removed by Tenshi.
Tenshi added a subscriber: Tenshi.Apr 25 2022, 11:41 AM
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TRAGER renamed this task from Minigun 6.5 mm - sound effect as if two soundline playing simultaneously to 7.62 and 6.5 Miniguns and Coaxial machine guns tail Sound Sets are glitchy.Jan 13 2024, 8:27 AM
TRAGER updated the task description. (Show Details)
TRAGER edited Steps To Reproduce. (Show Details)
TRAGER changed Operating System from Windows 10 x64 to Windows 11 x64.
TRAGER changed Operating System Version from win11 21H2 to 22H2.
TRAGER renamed this task from 7.62 and 6.5 Miniguns and Coaxial machine guns tail Sound Sets are glitchy to 7.62 & 6.5 Miniguns and Coaxial machine guns tail Sound Sets are glitchy.Jan 24 2024, 9:22 AM
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TRAGER updated the task description. (Show Details)Jun 28 2024, 1:19 PM
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TRAGER changed Category from Sound to Config.
TRAGER updated the task description. (Show Details)Jun 28 2024, 1:30 PM
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TRAGER added a comment.EditedAug 4 2024, 2:09 PM

Here is a version of the prove video without shot sounds so you can hear only echoes (tails) sounds

https://youtu.be/UeHAksqCHzM

TRAGER added a comment.EditedAug 4 2024, 2:45 PM

Here is a version of the prove video without shot sounds so you can hear only echoes (tails) sounds
= https://youtu.be/UeHAksqCHzM =

A video with vanilla example of a weapon whose sound set has the correct value will be very useful I think → https://youtu.be/G6Ttod9sGPs
Watch the video, this is the class LMG65mmBody_tail_SoundSet, its vanilla value is frequencyRandomizer=1; and this is correct, there is no glitches in the echo sound. Let's change the value to 0, and then glitches appears, same glitches as for sound set classes ​​where in the table column from ticket description «has frequencyRandomizer param ?» has "no"
Same we can do with e.g. Rifle_Tail_Base_SoundSet, then most rifles will have same glithes

To complete ensure of problem, all classes in the table have the same sound3DProcessingType and weaponShotTailDistanceFreqAttenuationFilter values:

  • sound3DProcessingType="WeaponMediumShotTail3DProcessingType";
  • distanceFilter="weaponShotTailDistanceFreqAttenuationFilter";

and classes where: frequencyRandomizer=0; will glitched - (value 0 by default if this parameter is not written at all)