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They do and I think it sounds pretty good, but they can be much better and more realistic. For example, all supersonic guns in squad make crack effects when bullets fly close to you and loud snaps when they fly right next to your ear. But the problem is they all sound the same for every single weapon of varying calibers.
In Arma's Sound Overhaul (JSRS), they made it so that rifles, lmgs, hmgs, and 20/23/25/30 mm cannons all have different distinct crack effects so you know exactly what calibers are being used against you. It works the same way as well, bullets flying nearby are cracks/pops and ones an inch away are loud snaps.
Plus Squad's cracks sometimes are not loud and very faint, it's hard to notice which direction and even if you're being engaged at all. For example I was being engaged by a fully automatic lmg from 300m away taking accurate shots, and all i heard was a couple of cracks and faint pops... not loud whatsoever and my vol was up very high.
Squad's ricochet, buzzing, distance, and shot echos are all perfect. But a tweak to make cracks more loud and distinct, or a completely new audio system similar to JSRS would increase the realistic feel tenfold.
Take a look at this Arma 2 JSRS mod, older than Arma 3 JSRS but still sounds good. Notice how the cracks/pops are all different. Realistically each caliber should break the sound barrier at different speeds and displace different amount of air creating varying pops.
https://www.youtube.com/watch?v=D50SJ5NQdbc
The distance of sound in arma is also 1.5 km. with 4 different gun sound recording depending on distance of the shots. In squad, I can only hear guns at 500 m. max.
Exactly. It still sounds alright, considering they even made an effort to add in some form of cracks. But it's no where near as original and realistic as Arma 3 JSRS. For every caliber there is a distinct crack. .50 cal is super loud, then 23mm and 30mm are the loudest lowest pitch. Whereas fast moving 5.56 are high pitched snaps and 7.62x39mm are lower pitched pops.
It just adds a level of realism to the game that not many other FPS cannot seem to replicate. Squad would feel much better with this addition/modification.
Squad developers built their game to run on Unreal engine, meaning they have all the limitations made by unreal.
Arma developers built their own version of VBS engine for arma, which was originally designed by as a modular test platform for the military to simulate senarios. So arma essentially can be changed at a much deeper level to provide exactly what they want.
Anders was a modder for arma and pr for a long time and he knows what he's doing from experience.
I sound modded along side both Lord Jar head and Anders and in my opinion, whilst I agree jsrs has a very large catalogue of sounds (that probably aren't capable to do within unreal), Anders is a consummate professional when it comes to the art of sound recording and post.
I'm pretty sure I'm my belief the sound will continue to be undated as the game does.