1.1
Next table presents issues when dummy sounds was added to cycle sounds - this is loop sounds, dummes must be deleted, because there unnatural sound cuts from vegetation objects:
class | comment | reference (i.e. correct configured classes) |
Insect_Day_SoundShader | 3 dummy sounds - plant may insta stop playing sounds for 10 sec due to a dummy sound | Insect_Night_SoundShader and Insect_Day_Winged_SoundShader |
Rain_PlantB_Medium_SoundShader | 2 dummy sounds - plant may insta stop playing sounds for 3 sec due to a dummy sound | Rain_PlantB_Light_SoundShader |
Rain_PlantB_Heavy_SoundShader | 2 dummy sounds - plant may insta stop playing sounds for 3 sec due to a dummy sound | Rain_PlantB_Light_SoundShader |
Wind_LeavesC_SoundShader | 2 dummy sounds - plant may insta stop playing sounds for 15 sec due to a dummy sound | Wind_LeavesB_SoundShader |
Another reference is the configuration of similar classes from DayZ
1.2
For ↑↑↑↑↑ same classes ↑↑↑↑↑ need remove chance for play, for now there 90% chance, this is can make sound glitch too. Look at those same references ↑↑↑↑↑↑↑↑↑↑ to see the correct valuse of the chance (100 % is correct, this is a looped sound, there should be no chances)
Indeed, after making the changes listed above, the environmental sounds is much more consistent and does not glitch.
2.
Memory point names in CfgEnvSpatialSounds for medium and large domesctic trees incorrect
See a3\sounds_f_enoch\config.cpp line 966 and line 978, for this classes there are a 6 vegetation objects
CfgEnvSpatialSounds class | current memPoint name | correct is |
class sound_TreeMediumLeavesDomestic line 966 | sound_TreeMediumLeaves | sound_TreeMediumLeavesDomestic |
class sound_TreeLargeLeavesDomestic line 978 | sound_TreeLargeLeaves | sound_TreeLargeLeavesDomestic |
- sound_TreeMediumLeavesDomestic:
- t_malusdomestica_2s
- t_pyruscommunis_2s
- sound_TreeMediumLeavesDomestic:
- t_juglansregia_2s
- t_juglansregia_3s
- t_malusdomestica_3s
- t_pyruscommunis_3s
↑ they are quiet for all time
3.
Using the information from this page CfgSound3DProcessors - Creating 3D Processors seems wrong that classes RainRoofSmall3DProcessingType, RainRoofMedium3DProcessingType, RainRoofLarge3DProcessingType, PLant3DProcessingType, SpotFx3DProcessingType, ShowerNozzle3DProcessingType is outside CfgSound3DProcessors class
3D Processors are defined ONLY in the cfgSound3DProcessors class.
4.
classsound_mi8_wreck_center_01 ← space at the end of a memory point name prevents rain sounds from working
5.
https://youtu.be/-FKxKbuHpnc
Listen audio from video ↑↑↑, you can hear ugly sharp cut of in the sound samples as camera move, this happens invanilla game (2D world sounds were removed so as not to interfere with find the problem).
Can reproed with sounds of the insect and wind from the vegetation on any map: Stratis, Livonia, any…
Affected CfgSoundSets classes:
- Insect_Day_SoundSet
- Insect_Night_SoundSet
- Crickets_Stratis_SingleA_Day_SoundSet
- Crickets_Stratis_GroupA_Day_SoundSet
- Crickets_Stratis_Night_SoundSet
- Wind_LeavesA_SoundSet
- Wind_LeavesA_Narrow_SoundSet
- Wind_LeavesB_SoundSet
- Wind_LeavesC_SoundSet
In an attempt to fix this horror, I tried replacing the parameter values Arma 3 → DayZ:
InsectCurve → insectsVolumeCurve
InverseSquare1Curve → WindAttenuationCurve
InsectCurve (Arma 3) → | insectsVolumeCurve (DayZ) |
InverseSquare1Curve (Arma 3) → | WindAttenuationCurve (DayZ) |
Sound problem solved after this actions VIDEO, the sounds of insects no longer cut off as the camera moves, just correctly played in audible radius, wind as well
See Pastebin code to see wat was done to make it work correct: https://pastebin.com/Sx98iqpF
Regarding "InverseSquare1Curve" it seems not suitable for objects and looked by the references only for explosions and weapons. Perhaps this is why there are problems with the sound of wind from trees.
For "InsectCurve" paramы were apparently not chosen well, if DayZ team changed them for their Livonia, and they works fine to me after import from DayZ to Arma 3