ARMA 3 looks incredible!!!
But the sound is still extremely basic...
I'm not sure how the new ARMA 3 sound engine works but to me it seems like every single sound emitting object needs parameters keying in individually.
I haven't heard any simulation of acoustics at all yet.
It seems to be just samples that simply get quieter with range, completely unaffected by terrain or any other form of structure.
Are there any plans to make it realistic?
Also all the sounds are inaudible over extremely short distances.
Whoever did the sound for 'ARMA 2' had a reasonable idea of how pressure waves of varying frequencies sound over different ranges.
I miss the deep rumble of distant explosions and the mid frequency POP of distant gunfire.
As a very simple rule:
High frequencies are less audible to the human ear over distance or through obstructions than low frequencies are.
So moving back and forth from sound source will give the effect of a 'wha wha' pedal on an electric guitar sweeping across the EQ spectrum :-)
I quickly created this video to show just how simple it is to simulate sound over distance just by cutting top end frequencies with more range.
http://youtu.be/FNqFMCa6KQM
Five things that will make ARMA 3 sound perfect...
- Cut (or fade) outside sound when entering buildings.
- Make sound act realistically over distance, easily achieved with a standard 31 band EQ >>> http://youtu.be/FNqFMCa6KQM [^]
- SOUND OCCLUSION: Make different structures (buildings, hills, trees) block sound. ARMA 2 had this, why has it been removed?
- Make ALL ambient sounds (wind, trees, water etc...) POSITIONAL so that you can walk past them and hear them rotate around you instead of being locked inside the players head like the whole environment is following you.
- Increase the range of ALL sound just like this sound mod that I'm using now http://youtu.be/JRMXYMBMswQ [^] you can hear gun shots from MILES away instead of METERS as it is now.
ARMA 2 had most of this and I have personally managed to achieve it all using triggers in the ARMA 3 editor...
I created this test to try and block out the environmental sounds and also prevent swarms of insects while inside buildings.
Although my method is very simple, it gives a much better sense of being indoors and away from the outdoor elements...
http://youtu.be/ptBm0YDKne8
Check out this awesome sound mod...
http://forums.bistudio.com/showthread.php?166824-Speed-Of-Sound&highlight=sound [^]
I wish for this with every update, but unfortunately it has hardly changed since the release of the ALPHA.
I've tried the DEV build and also seen videos of future versions and it's still the same samples with no acoustic physics at all.
Here's another good example... http://youtu.be/xsP4gvRUuUE?t=41s
Notice how as the camera gradually moves away, all the higher frequencies are progressively lost eventually leaving only the lowest frequencies {F21504} {F21505}