Arma Reforger: Ambient Sounds Implementation

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  • เผยแพร่เมื่อ 8 ก.ย. 2024
  • 0:00 Intro
    0:12 Requirements
    1:02 Building Blocks
    1:37 Non-spatialized ambients
    3:57 Spatialized vegetation sounds
    6:23 Randomly spawned sounds
    11:57 Examples from the game

ความคิดเห็น • 28

  • @TilW
    @TilW 7 หลายเดือนก่อน +4

    Nice work! Very interesting.

  • @curtisburr9669
    @curtisburr9669 6 หลายเดือนก่อน +1

    This makes me wish you guys could make a “A Re-making of Everon” video! Love seeing the insights. Great video!!

  • @thelabstudio.
    @thelabstudio. 5 หลายเดือนก่อน +1

    This is one of the coolest ambience systems I've seen. It lends itself very well to Arma's sandbox nature. Great work!

  • @Vectif
    @Vectif 7 หลายเดือนก่อน +3

    Very insightful and thorough. Thank you!

  • @user-ie5dm4sp1p
    @user-ie5dm4sp1p 6 หลายเดือนก่อน +1

    Thanks. Reforger is most atmospheric expirience till HL1.

    • @The_Questionaut
      @The_Questionaut 6 หลายเดือนก่อน

      Would be cool to get HL1&2 maps ambience onto arma if allowed.
      I already seen coastal wasteland maps merged into one big map, it got taken down from the workshop at some point 😢

  • @overlordzorn
    @overlordzorn 7 หลายเดือนก่อน +1

    This is great! A3 more often then not just sounded like a dead empty box.

    • @zazz.sound.design
      @zazz.sound.design  7 หลายเดือนก่อน +1

      We build a lot on ideas from A3, but indeed Enfusion gave us much more freedom and flexibility for building systems like this one and improving sound in areas where we were limited by technology in the past

    • @overlordzorn
      @overlordzorn 7 หลายเดือนก่อน

      Indeed exciting future ahead.
      I am woundering, since i guess the "quiet" experience from A3 might, more often then not, come from modded Terrains, .. (livonia for example is a rather rich ambient experience), .. how complex will it be to configure community made terrains with this system? Will it it adapt automatically or will there be a lot of config work required for a similar experience?

    • @zazz.sound.design
      @zazz.sound.design  7 หลายเดือนก่อน +1

      That would depend on how different the terrain is from that of Arland or Everon.
      In the simplest case, if terrain is created using vanilla vegetation models and terrain materials, it would be matter of:
      1. Adding SoundWorld entity to the world (can inherit from already existing ones). Generating a SoundMap using debug tool and attaching newly generated SoundMap resource to SoundWorld entity.
      2. Adding already existing AmbientSoundsEntity prefab to the world. Eden's one is more universal.
      One would have to adjust ambient sounds terrain config, if adding new terrain materials. Configure two parameters on entity prefab, if adding new vegetation.
      When creating terrains that require completely different sounds, lot more configuration would be necessary (+ creation of sound assets themselves). Sounds randomly spawned arround the camera are the most demanding.

  • @LAxemann
    @LAxemann 7 หลายเดือนก่อน +3

    Amazing! :D

  • @user-ie5dm4sp1p
    @user-ie5dm4sp1p 6 หลายเดือนก่อน

    Aaaaand Aureal Vortex 2 Award goes to... Filip!!!!

  • @wishyourlife6861
    @wishyourlife6861 7 หลายเดือนก่อน +2

    Could you maybe consider tweaking the idle wind sound ? Currently in the game even with wind speed of 0%, there is a constant idle wind noise which covers up a lot of the subtle ambient sounds. Would be nice to have total silence with 0% wind. Anyhow, thanks for diving into this!

    • @zazz.sound.design
      @zazz.sound.design  7 หลายเดือนก่อน +2

      You are right. Wind is always playing at least a little bit. Yeah, I think it is worth trying, but no promises.

  • @rolardnb
    @rolardnb 7 หลายเดือนก่อน

    Vyborne 👍😎

    • @zazz.sound.design
      @zazz.sound.design  7 หลายเดือนก่อน +2

      Дякую! ... hope that's right :D

    • @rolardnb
      @rolardnb 7 หลายเดือนก่อน

      @@zazz.sound.design jap ;-)

    • @zazz.sound.design
      @zazz.sound.design  7 หลายเดือนก่อน

      @@rolardnb 🙌

  • @janmoravek820
    @janmoravek820 7 หลายเดือนก่อน

    myslím, že by to bylo lepší v češtině a do toho bys hodil titulky... nic ve zlým, to bude tím zasekáváním v AJ

    • @zazz.sound.design
      @zazz.sound.design  7 หลายเดือนก่อน

      Diky! Jasně, česky by to bylo pro mě určitě jednoduší :)

  • @the_babbleboom
    @the_babbleboom 7 หลายเดือนก่อน +3

    problem with the high quality of the sound environment is areas where it doesn't match that quality stick out all the more as unnatural.
    it's just weird that after rainfall you hear the water running in the sewers, which is honestly a ridiculously small detail to put in,
    but during the rain there is no rain drop effects on small shacks and greenhouses
    or caves having no reverb, not even lended from house interiors. and also no unique sound for rainfall either.
    overall though the work put into the sounds, from guns, vehicles to environment, is way too good for what the rest of the game turned out to be. whoever worked the details on the visual details throughout the whole island from small to large scale, and the entire audio environment too went way too hard for what the game is using it for.
    the gameplay, the moderation tools, the night time lighting, the UI all drag this excellent work into the mud.
    the only thing reforger is good for now is daytime walks through the virtual nature for when my back hurts too much to get out of the room.

    • @zazz.sound.design
      @zazz.sound.design  7 หลายเดือนก่อน +2

      Positional rain sounds on structures are indeed missing. At this moment, we don’t have suitable technology to implement that.
      I am glad that people are noticing sewer sounds :) This was much easier to do. It reuses features we already had and took literally a couple of hours from idea to final execution.

  • @Andsq
    @Andsq 3 หลายเดือนก่อน +1

    Hello, very interesting video. I'm creating my own map in "Enfusion Engine" . After filling the world, I thought about how to add sound to the environment. This is very important to convey the whole atmosphere. But I ran into a problem. The official guide from "Bohemia Interactive" is too small and does not answer all questions. Just like searching on Google. Your park video is the only one where I learned a lot of new things. You could record a series of videos showing how to add ambient sounds directly to the map. For example, the sounds of the wind in the field. Or the sound of the forest.
    Even though I can create a sound in the audio editor, I can’t add it to the card itself. I even tried using gpt chat. But besides that, the object needs to add a component and select a sound. Unfortunately it didn't work for me.
    There are no such guides on TH-cam, the Arma community would be very grateful.If this is possible, then I am ready to watch it even in Czech. TH-cam allows you to get the translation in subtitles.Thank you very much for this video!

    • @zazz.sound.design
      @zazz.sound.design  2 หลายเดือนก่อน +1

      Hello, Yeah I am afraid there is no guide how to set up SoundWorldEntity and AmbientSoundsEntity precisely. Glad you figured it out.
      I like the idea with some video describing the setup. Will try to do one, if time.

  • @Andsq
    @Andsq 2 หลายเดือนก่อน +1

    I was able to add audio to my map. If anyone needs help, write under my comment.