Page MenuHomeFeedback Tracker

Feature Request: Extend interior Controller Functionality to cfgAmmo for Explosion SoundShaders
New, NormalPublic

Description

Currently, the interior controller is only functional for cfgWeapons, where it determines whether a weapon shot uses indoor or outdoor sound variations. However, this controller is not available for cfgAmmo, which means that explosions and grenades always play their exterior sound shaders, regardless of the explosion's position — even if the explosion occurs entirely indoors.

This leads to immersion-breaking situations where explosions inside bunkers, buildings, or factories sound exactly the same as those in open terrain, lacking the appropriate reverb, occlusion, and pressure feel.

Goal & Motivation:

  • Enable realistic differentiation between indoor and outdoor explosions
  • Improve immersion, especially in CQB scenarios or urban environments
  • Extend consistency of the interior controller already used for firearms to other impactful sound events

Requested Feature:
Enable the interior RTPC/controller for explosion SoundShaders defined in cfgAmmo, similar to how it is already functional in cfgWeapons.

Example Use Case:
class Explosion_SoundShader_Interior
{

samples[] = {{"explosions\indoor_explosion_01", 1}};
volume = "interior * 1.5";
range = 80;

};

class Explosion_SoundShader_Exterior
{

samples[] = {{"explosions\exterior_explosion_01", 1}};
volume = "(1 - interior) * 1.0";
range = 120;

};

Right now, this setup is ignored when applied to explosions because interior is not active for cfgAmmo.

Suggested Implementation Details:

  • Make the interior controller globally available to cfgAmmo SoundShaders
  • Allow designers to define interior-based mixing logic just like for weapon shots
  • backwardscompatible fallback behavior (e.g. always use exterior/regular if undefined)

Benefits:

  • Brings parity between weapons and explosions
  • Allows for true indoor reverberation and dampened low-end explosion variants
  • Opens up better audio design for scripted sequences, CQB missions, and modded content

Conclusion:
Adding interior controller support for cfgAmmo would fill a significant gap in the Arma 3 audio system and allow for much more immersive explosion behavior, particularly in indoor combat scenarios. It's a relatively small implementation that would greatly expand audio design flexibility for modders and mission creators alike.

Thanks again for considering this!

Details

Severity
Feature
Resolution
Open
Reproducibility
N/A
Operating System
Windows 10 x64
Category
Engine

Event Timeline

LordJarhead updated the task description. (Show Details)Thu, Aug 7, 12:50 PM
LordJarhead updated the task description. (Show Details)
h- added a subscriber: h-.Thu, Aug 7, 1:04 PM