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0000134USAF[All Projects] Generalpublic2015-01-10 21:222015-07-26 16:34
Snippers 
MistyRonin 
normalminoralways
resolvedfixed 
0.3.5 
0.40.3.8 
0000134: ACRE2 and vehicle audio attenuation
ACRE2 uses vehicle config settings to determine the volume of local speech and if can be heard inside and outside of vehicles, for ACRE2 to be supported this requires appropriate config values.

The level of local speech volume attenuation is all dependant on the insideSoundCoef property of the vehicle.
- Use RHS 3.5 and load CBA+RHS+ACRE2 with a buddy as well
- Spawn some humvees with the armed variants (M2/Mk19) variants. Hop inside with your buddy notice you can hear each other fine, now if one of you leaves you are both unable to hear each other unless you use the radio.
- Spawn some statics (m2/mk19 etc.) and have one of you hop on them and you will notice it lowers the volume you can hear from each other.
The Chinooks and blackhawks seem to work 100% fine with this as they have a low attenuation property.
No tags attached.
related to 0000881resolved Soul_Assassin ACRE2 vehicle attention value for rhsusf_m998_w_2dr and rhsusf_m998_w_2dr_halftop 
Issue History
2015-01-10 21:22SnippersNew Issue
2015-01-11 01:22MistyRoninNote Added: 0000363
2015-01-11 01:22MistyRoninAssigned To => MistyRonin
2015-01-11 01:22MistyRoninStatusnew => acknowledged
2015-01-21 12:38MistyRoninProduct Version => 0.3.5
2015-01-21 12:38MistyRoninTarget Version => 0.4
2015-02-10 18:27jaynusNote Added: 0000687
2015-03-01 04:20MistyRoninNote Added: 0000858
2015-03-01 04:20MistyRoninStatusacknowledged => feedback
2015-03-01 20:34SnippersNote Added: 0000882
2015-03-01 20:34SnippersStatusfeedback => assigned
2015-03-02 13:06MistyRoninNote Added: 0000890
2015-03-02 13:06MistyRoninStatusassigned => confirmed
2015-03-23 18:42Sparfell_19Note Added: 0001044
2015-03-23 18:50Sparfell_19Note Edited: 0001044bug_revision_view_page.php?bugnote_id=1044#r507
2015-03-24 17:12jaynusNote Added: 0001049
2015-04-18 20:57Sparfell_19Note Edited: 0001044bug_revision_view_page.php?bugnote_id=1044#r535
2015-05-04 12:16BullHornNote Added: 0001329
2015-05-15 01:47Soul_AssassinNote Added: 0001410
2015-05-15 01:47Soul_AssassinStatusconfirmed => resolved
2015-05-15 01:47Soul_AssassinFixed in Version => 0.3.8
2015-05-15 01:47Soul_AssassinResolutionopen => fixed
2015-07-26 16:34MistyRoninRelationship addedrelated to 0000881

Notes
(0000363)
MistyRonin   
2015-01-11 01:22   
We will look into this.
(0000687)
jaynus   
2015-02-10 18:27   
This is due to the insideSoundCoef values being incorrect. This is a vanilla sound setting that we use to determine vehicle position volumes.

This affects in-game sounds as well as ACRE, as you cannot hear outside engines or explosions from inside HMMV's either.
(0000858)
MistyRonin   
2015-03-01 04:20   
Is it solved in 0.3.6?
(0000882)
Snippers   
2015-03-01 20:34   
Just tested it with the humvees again, still not solved.
(0000890)
MistyRonin   
2015-03-02 13:06   
T578
(0001044)
Sparfell_19   
2015-03-23 18:42   
(edited on: 2015-04-18 20:57)
I just quickly made a patch for my community.
Here is the content :
http://pastebin.com/drNY6Nsn [^]
I didn't test for M113 and BTRs yet, the other vehicles are OK, could certainly be adjusted more perfectly.
I hope you can integrate it in the next update, I saw you kinf of made your own attenutation system but I didn't know how to adapt it for ACRE.

(0001049)
jaynus   
2015-03-24 17:12   
The above patch is definitely correct, and these values should be applied to all vehicles and released asap
(0001329)
BullHorn   
2015-05-04 12:16   
Bump for urgency/visibility. This isn't just an ACRE2 bug obviously as the code is in RHS, it also affects TFAR and ACRE1.
(0001410)
Soul_Assassin   
2015-05-15 01:47   
Thanks for the values. Added in next version.