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Poor sound positioning
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Description

In a game of Arma 3 I am constantly confronted with the problem , if the enemy is firing at a distance of less than 40 meters away from me , then locate it virtually impossible. This is due to the fact that at a distance of 40 to 20 meters from the sound of shots from "stereo" is becoming a "mono", the sound is completely transformed into the "mono" if you walk up to the sound source at a distance of less than 20 meters. This problem does not occur in the engine sounds , steps and voices. Please correct positioning at short distances , it is not possible to determine the whereabouts of the enemy. {F22716} {F22717}

Details

Legacy ID
3767864197
Severity
None
Resolution
Open
Reproducibility
Always
Category
Sound
Additional Information

Event Timeline

tyler2 edited Steps To Reproduce. (Show Details)Nov 8 2013, 11:01 AM
tyler2 edited Additional Information. (Show Details)
tyler2 set Category to Sound.
tyler2 set Reproducibility to Always.
tyler2 set Severity to None.
tyler2 set Resolution to Open.
tyler2 set Legacy ID to 3767864197.May 7 2016, 5:22 PM
Katane added a subscriber: Katane.May 7 2016, 5:22 PM

Nice report ! I notice that too, in CQB with my team, it was really difficult to find an ennemy using the shots direction sound. Sometimes i heard it at the right side, and the ennemy was close on my left !

I think it's not easy to correct that for the devs, but it's really important, and so usefull.

ceeeb added a comment.Nov 8 2013, 12:43 PM

Related to #584

To me, this problem seems apparent for all positional sounds in the game, with the distance that sound sources start become mono being relative to the (configured) loudness of the sound. I assume the intent is to simulate an area sound source, and to prevent over separation of sound when near to vehicles etc.

Examples:
soldier speaking becomes mono at about 1m
truck engine idling becomes mono at about 5m
helicopter engine becomes mono at about 10m
rifle fire becomes mono at about 20m

tyler2 added a subscriber: tyler2.May 7 2016, 5:22 PM

This problem was in Arma 2. It is easily solved if you include a 4.0, 5.1 or 7.1, and then re-encode the sound in 2.0. This allowed me to make a sound driver from the "ASUS Xonar D2/PM". In Arma 3, this method does not help :(