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Reloading weapon / placing explosive / switching firemode is audible far away from source
Closed, ResolvedPublic

Description

Observed:
Reloading a weapon, placing explosives (APERS mine, explosive charge) and switching firemodes produces a sound that is audible several hundred meters from the source. This issue occurs in SP and in MP.

Expected:
Reload sounds / placing mines should only be audible from a reasonable distance (discuss!). {F19672}

Details

Legacy ID
1453812981
Severity
None
Resolution
Not A Bug
Reproducibility
Always
Category
Sound
Steps To Reproduce
  • Have an AI place an APERS mine 300 m from you (see repro mission) or
  • Have someone in MP reload, place explosives, reload his weapon, switch firemode etc.

Event Timeline

pops edited Steps To Reproduce. (Show Details)May 31 2013, 1:07 PM
pops edited Additional Information. (Show Details)
pops set Category to Sound.
pops set Reproducibility to Always.
pops set Severity to None.
pops set Resolution to Not A Bug.
pops set Legacy ID to 1453812981.May 7 2016, 2:21 PM
Rolling added a subscriber: Rolling.May 7 2016, 2:21 PM

This also applies to explosive charges, you can hear them beep from 100-200m away.

dovafox added a subscriber: dovafox.May 7 2016, 2:21 PM

Agreed, managed to find an well hidden enemy which was far away from me.

pops added a subscriber: pops.May 7 2016, 2:21 PM
pops added a comment.Jul 5 2013, 5:24 PM

Updated the description to include planting explosives of any kind, since it is apparently the same issue.

I couldn't confirm being unable to locate the source for certain. In a small testing scenario the explosive beeping seemed to rotate with me.

Does this when a medic is using their medkit on someone too

Upvoted, i have noticed this also.

MarcoX added a subscriber: MarcoX.May 7 2016, 2:21 PM
MarcoX added a comment.Aug 8 2013, 2:17 PM

Right! This is a current problem.
Yesterday, I could hear the sound of mine planting 500m away from the sound.

Absolutely vital for this to be fixed in multiplayer!

Just been testing this out now in Single player, using the repro mission. Both issues placing explosives and reloading + change in sound emission direction appear resolved. Anyone else confirm fixed?

pops added a comment.Aug 21 2013, 5:41 PM

It seems so, at last!

pops added a comment.Aug 22 2013, 12:00 AM

Well, it seems to be fixed in SP, in MP you still hear people reloading from far away.

Pendaz added a subscriber: Pendaz.May 7 2016, 2:21 PM

Agreed, this is very frustrating when you hear reload sound which sounds like its 2 meters away when its not.

Its also part of a bigger problem, that being the sound engine of a3 is dire. positional sound is almost none existent

Agreed. I keep searching my surroundings for the enemy reloading, but hes actually 200 meters away, very hard to play the game like this (MP)

pops added a comment.Dec 7 2013, 8:38 PM

Still present in latest stable version. DEV branch needs confirmation, last time I checked (30.11.2013) the issue was still there.

the sound in arma 3 is inherently broken. get the SpeedOfSound mod (beautiful 3d/positional sound, especially at extreme distances) until the vanilla sound is fixed.

Come on guys!!
Please do something already!!
It's friggin' January and they still can hear me from 500m when i place an explosive.

We just lose a MP match because the crucial moment a whole enemy team hear me placing explosives at a strategic point.

Please do something ASAP
Frustration its on its peak here!..

Placing explosives must be completely faded out max in 5 meters

added "..and must have serious coefficient penalty for someone inside a vehicle"

BIS dont even care anymore, several important unsolved issues and they just dont give a shit, they got their money so why do more.. Its ridiculous

Cenwulf added a subscriber: Cenwulf.May 7 2016, 2:21 PM

Yeah me and my friend were sniping together with lynx's. We were on opposite sides of a valley about 300m apart, I could hear him reload louder than I could hear his shots. Kind of broke the immersion.

In multiplayer I have heard reloading sounds when no AI or human player was within 150 - 200m. This gets a little annoying when your moving and all of a sudden you hear a weapon been switched to a different firing mode (The latest sound bug) and you think there are enemies close by. This has happened every game and needs to be fixed.

roy64 added a subscriber: roy64.May 7 2016, 2:21 PM
roy64 added a comment.Apr 1 2014, 12:55 PM

Are the DEV really working on any problems at all any more?
Seems there are to much problem to the game, to much simple bugs that should have been fixed in the Beta. Are they sleeping at their jobs?

pops added a comment.May 31 2014, 1:45 PM

@roy64
I wouldn't accuse them of doing nothing I very much think that they are aware of this issue. The SFX engine as a whole has been critizised early on. But the priorities seem to lay with Zeus and giving the game a general overhaul. It's just not time for the SFX, we'll have to wait for that.

AD2001 added a subscriber: AD2001.May 7 2016, 2:21 PM
AD2001 added a comment.May 4 2014, 1:37 PM

Fix this, BIS! It's incredibly annoying, especially now with the addition of the firemode switching sound.

Bohemia added a subscriber: Bohemia.May 7 2016, 2:21 PM

the annoying thing is that the sound moves when you move your head, making impossible to understand where the sound come from

pops added a comment.May 31 2014, 1:44 PM

My dear ticket, a year has passed and you haven't change one bit. :) Congratulations! Seriously though all the issues described above are still very much present.

you see its more important to make a gokart game than fix the game breaking bugs they sold us, ridiculous

I know they need to be fixing these issues, but everyone needs to lay off of Karts for once. It wasn't even supposed to be a DLC, they only made it because people seemed to want it. It's also being done by one dev, so it's not like their team is tied up by it or anything.

I think this is a really big issue and should be resolved ASAP

Confirmed: I've seen this happen before, but infrequently.

pops added a comment.Jun 20 2014, 1:23 PM

Despite these entries in the changelog the issue persists:
Adjusted: Fire mode volumes
Changed volume for reloading
Changed volume for change of weapon fire mode

My observation after a few hours of playing adversarial MP:
Placing explosives is audible hundreds of meters (unchanged)
players reloading weapons can be heard doing so hundreds of meters away (unchanged if not worse)
players switching fire mode can be heard from at least 50 meters (a little quieter, but I couldn't compare before and after)

Expected:
Placing explosives should be audible maybe in a 5-10 radius (I'll skip the issue with the hollywoodesque beeping, there is a ticket for that already)
Reloading a weapon shouldn't be audible further than 20 meters indoors and only a few meters in an audio dampening environment (ignoring that the audio engine is missing that specific feature)
Switching fire mode shouldn't be audible more than 1 or 2 meters, it's just a switch on a weapon after all (again, in a different environment with little noise the sound could travel further, but let's not go there)

Overall the situation is pretty much the same as before.

pops added a comment.Aug 8 2014, 2:43 PM

Since the lastest stable patch I haven't noticed any of the issues described above. All of the sounds seem to be only audible over a reasonable distance, can more people confirm that this has been resolved after all?

Yeah I just confirmed testing 1.26 Stable and all of the above are fixed in-game. However, if you are running spectator and you zoom out and the player that your camera is attached to fires, the sounds closures speed of sound is wrong, it is instant, it is more like speed of light. It kind of ruins video recording.

I recorded these issues on 1.22 and 1.26. I will post them later.

But I am so pleased that the most significant parts of this is fixed.

Note 1:
For me I noticed that the satchel charge arming sound was quieter in dedicated server mode vs slightly louder in self-hosted mode in two-human player tests. But both were satisfactory levels I think.

Semi-related note 2: The current HLC and RH rifles has their changeFiremodeSound too loud. They should be lowered to match the distance now set by the 1.26 default BI weapons like the MX. My opinion is subjective of course.

pops added a comment.Jan 20 2015, 3:28 AM

I noticed that in the latest version of the stable branch, reloading a grenade launcher can be heard from quite far away (several hundred meters). I'll add a repro mission soon.

This issue is fixed for some time right now. To be sure I tested your mission again. I hope it's all fine. If you find out some other situation with this issue, please reopen, add note and assign on me. Thanks :)