Arma 3 Version: 1.68 (stable)
CBA Version: 3.2.1.170227 (stable)
ACE3 Version: 3.9.1 (stable)
Mods:
- CBA_A3
- ace
- JSRS soundmod
Description:
We all known, some helmets, or headgear with headphones muffle the sound in the game, but unfortunatelly it does not work good. If the player in the helmet then all the game sound is evenly decreases, in percentage terms and even music. Why does music have to do with it !? If the player is wearing a helmet, then this should not affect the sound level of the music. It also seems to me, that this should not affect the sound level of the player's breathing, as the player hears his breathing from the inside. When I wear my helmet and I am running, I can't hear my breathing the game and it's not realistic. Even if the player is to plug your ears with ear plugs, it must still hear self own breathing!
In General muting of the player, too exaggerated. When I'm wearing a tank or pilot helmet, I can not practically hear the radio (I do not use ace_noradio.pbo). So I can't hear what ally AI says! The tank driver very weakly hears his tank engine or other sounds, etc.
In the general The use of helmets should not only reduce the sound level, but it should also blur it. Helmets must Do sound others, not only muted, but when I wear my ACE3-helmet I just feel that someone invisible has reduced the sound level in my PC settings and it is all. Thus, that doesn't sound good.
Dear ACE team, if you can not blur the sound, then please give more sound (when the player is wearing a tank, pilot helmet or headphones) Also do not drown out background music, because music should not have attitude to helmets in the game
Steps to reproduce:
Where did the issue occur?
-Multiplayer / Singleplayer / Editor (Singleplayer) / Editor (Multiplayer) / Virtual Arsenal
Placed Modules:
RPT log file:
And while we're on the subject: The volume reduction by wearing a configured helmet is not modified by ace_hearing_earplugsVolume.
If you're setting ace_hearing_earplugsVolume to 1 the helmets should not lower the volume at all - just like earplugs.
If you're setting ace_hearing_earplugsVolume to 1 the helmets should not lower the volume at all - just like earplugs.
Please explain where exact and how I can use this? There is no way to increase/decrease the multiplier for muting?
There is, but not for helmets, only for earplugs.
https://ace3mod.com/wiki/framework/settings-framework.html
There is, but not for helmets, only for earplugs.
Sorry.
The influence of the helmets, worst of all it affects the radio chatter, the sound suppressed by 80-90%!
In fact this is nonsense, because in a tank-helmet needs to be headphones and a radio headset. This should not reduce radio even by 1 %!
Sounds like feature request to me. Most of what you're proposing is not feasible due to a lack of API from Bohemia. Close?
Hi @commy2! Please tell me, what exact is not feasible ?
Is there no possibility to adjust the sound separately for radio, separately for background music and, separately, for the effects!? I can't believe it, because when I hear the sound of the radio (in the tank helmet), I understand that radio sound is not reduced in proportion to the other sounds, this reduced much more than other sounds. This, means that you minimum, can affect the sound of the radio separately.
You need to consider this question yourself or with ACE team, but my humble opinion is:
No, there is no possibility as you said. BI can do it because they can do it in-engine, we can't, end of story.
As an idea, to offer the opportunity to adjust the volume reduction done by helmets, wouldn't it be possible to configure the helmets as if they were earplugs instead of them having non-configurable values on their own?
If a player wears ace_earplugs, his hearing is reduced depending on ace_hearing_earplugsVolume. So if the player wears a helmet with hearing reduction ace jumps in and puts 'virtual' ace_earplugs in his ears instead of lowering his game volume no matter what.
That way people being bothered with the volume reduction done by helmets can set ace_hearing_earplugsVolume to 1 and play as if nothing ever happened while still being able to have combat deafness and the other features.
No, there is no possibility as you said.
As there is no way!? You say no way, but the possibility is always there!
ACE reduced the total sound of the game (when the player is wearing a helmet) using some multiplier and ACE reduced the sound of radio talks (when the player is wearing a helmet) using an even bigger multiplier! I say _even bigger multiplier_, because it seems to me that sound of radio talks much quieter compared other sound. Hence the conclusion that the ACE can adjust the multiplier the loss of sound for radio is separately. It's simple logic, or am I mistaken?
At least this seems to me, that radio talks, they are much more quieter than the other sounds. The problem is that radio communications do not interest the makers of ACE, because the mod uses the file - ace_noradio.pbo. It is not clear to me why this is necessary. Dear team ACE, temporarily disable file ace_noradio.pbo and adjust the volume of radio, for those who do not use ace_noradio.pbo (namely for singleplayer players)
Even if it is my delusion and radio conversations were not reduced more than the other sounds (it means that can not be set separately), then the ACE, still can reduce the all mute multiplier, mute, and increase the overall sound generally.
Also @Pergor offered a good solution
There is always a some solution
You say no way, but the possibility is always there!
That is a lot of optimism for someone that clearly doesn't understand how any of this works. Sorry, but this cannot be taken seriously.
Yes you are indeed mistaken, you can change the volume by settings the following:
class GVAR(earplugsVolume) {
value = 0.5;
};
And we won't change a multiplier that works for most, we can't satisfy everyone, that's why there are settings.
I like that idea @Pergor!
That is a lot of optimism for someone that clearly doesn't understand how any of this works. Sorry, but this cannot be taken seriously.
Ok, I can't argue with the masters/
class GVAR(earplugsVolume) {
value = 0.5;
};
@jonpas as far as I understand, you suggest me to work on ear plugs! But what do I do with the radio!? It's impossible to hear normally when there is a fight! What I can do with helmets and background musics?
Radio talks in the ACE3 are not reduced more than other sounds!?
No, they aren't.
No, they aren't.
so I was wrong.
And what will be the output?
What about idea of @Pergor? You try to implement it or not?
Hey Hey Hey!
I waited two days, them I will ask again:
And what will be the output?
What about idea of @Pergor? You try to implement it or not?
Hey Hey Hey!
I waited for two days, then I will tell you again to kindly stop telling us what to do. A developer will get around to it if they'll want to and have time to. In other case, you are free to create a pull request. Everyone here works on ACE3 in their free time and because they want to, not because they have to.
My friend I am not telling you what to do. I just want to know what I need to know, because it's my ticket/
Please be more friendly
I think this is a feature request and should be linked to the feature request issue and this one should be closed.
and this one should be closed.
well if you are so hard to answer me on my question
You try to implement it or not?
and write two words "yes" or "no", then nothing more remains to close this ticket
I already told you, we don't know, if someone will pick it up (core dev or contributor) then yes, else no. Not much else we can say for anything unless the one saying has plans, which is clearly not the case here.
Most helpful comment
As an idea, to offer the opportunity to adjust the volume reduction done by helmets, wouldn't it be possible to configure the helmets as if they were earplugs instead of them having non-configurable values on their own?
If a player wears ace_earplugs, his hearing is reduced depending on ace_hearing_earplugsVolume. So if the player wears a helmet with hearing reduction ace jumps in and puts 'virtual' ace_earplugs in his ears instead of lowering his game volume no matter what.
That way people being bothered with the volume reduction done by helmets can set ace_hearing_earplugsVolume to 1 and play as if nothing ever happened while still being able to have combat deafness and the other features.