Page MenuHomeFeedback Tracker

SoundEnvironExt for Tanoa surfaces does not define sounds for character movements - most being completely silent
New, NormalPublic

Description

look at this config a3\sounds_f_exp\config.cpp: CfgVehicles → CAManBase → SoundEnvironExt → concrete_exp


for Tanoan concrete, sounds were added only for basic player movements: run, walk, sprint, tactical and crawl. But for each surface 73 more sounds should be added: adjust_stand_to_prone, adjust_stand_to_right_prone, roll and many others. Each of them is added to each surface, for example, look at CfgVehicles → CAManBase → SoundEnvironExt → int_tiles[]={};

video describing the problem → https://www.youtube.com/watch?v=jsSjiqzVOI4

Video wih mod that fixed this bug for asphalt surface on Tanoa → https://www.youtube.com/watch?v=HJlY3VC1ZXo

To summarize

all surfaces in the configuration a3\sounds_f_exp\config.cpp: CfgVehicles → CAManBase → SoundEnvironExt should be extended by ↓↓73 classes↓↓ with sounds of character movements for all 32 surfaces of Tanoa
I put into a separate file the sounds that are present in each surface but not in the surfaces of Tanoa: please check this pastebin https://pastebin.com/6YjkVe7W

Details

Severity
Major
Resolution
Open
Reproducibility
Always
Operating System
Windows 11 x64
Operating System Version
23H2
Category
Config
Additional Information


… and more 70 movements sounds need define on each surface

Event Timeline

TRAGER created this task.Apr 6 2025, 2:12 PM

You are like the best beta tester in the world by now. You find the issues, you provide the solutions and you charge nothing for all that work.

Thank you TRAGER. Lets hope BI implements these fixes eventually as lots of immersion goes out the window due to all these sounds missing or misconfigured.

What is worst is that these mean lots of sound engineering work from the sound makers at BI are basically thrown to waste as of now.