Arma 3
SigSound ArmA 3
339 Comments
Mecha Neko Jul 5 @ 7:49am 
Sig, just wanted to say thank you for your work appreciate it :)
Julia Jun 23 @ 7:36am 
Have to agree with Booze_rooster, low quality compressed audio with too high of a DB set, sounds just awful. Can't understand why a mp40 smg sounds like a 50. cal caliber weapon.
Fishy May 28 @ 11:20pm 
Next Generation Armory compat would be great
Sigliskovich  [author] Apr 14 @ 8:15pm 
Booze_Rooster, OK then. Clearly this sound mod isn’t suited for your tastes.
Booze_Rooster Apr 14 @ 4:47pm 
This mod makes all of the RHS weapon reloads sound PERFECT.

Then you fire the weapons:

"BLAM, BLAM, BLAM, BLAM, BLAM."

My god. Its awful. I'll take the lousy reload sound effects.
Sigliskovich  [author] Apr 2 @ 7:22pm 
Eternal Inquisitor, that is simply the nature of mods like this, all i can recommend is to edit out the relevant addon entries in the mission files themselves or to force load the mission and re-save it without the sound mod.
Eternal Inquisitor Apr 2 @ 1:35pm 
Hey, Sigliskovich. Lately sigsound has been making itself a required addon for mission files if one is saved with it loaded. This is obviously problematic. I can easily reproduce the issue, but is this a known bug?
Sigliskovich  [author] Apr 1 @ 11:05pm 
Sora, I see, I'll keep me ears open if I encounter it again.

If you need or want more direct and immediate assistance, I'm always available on my Sigsound discord, cheers!
Sora Apr 1 @ 6:30pm 
I dunno why it happened on the 29th. I cant intentionally reproduce it now, :steamsalty: Maybe my mod load order affected it. I've had no mod changes (except an ACE update) so its not like my mod list has changed in any capacity since I reported it on the 29th.

Either way, its gone now. If it comes back I'll start removing mods to see if its a conflict, but as far as I'm aware aside from ACE modifications to volume loudness, this is the only direct sound altering mod loaded.
Sora Apr 1 @ 7:58am 
Using vanilla ghost hawk (maybe CDLC ghost hawks apply too, not sure) have an AI pilot (or player) fly around while you're in the back passenger area of it, when the pilot adjusts angle during flight (e.g. moving a waypoint in zeus) you should hear it, and it only happens when using this sound mod, instead of a grown of the airframe, it sounds more like something is shattering..

I'll get you a clip of it on youtube later today. It's also the same sound effect that I previously mentioned that applied during wind in some towns which sounds like a car is stuck inside of something, or smashed into something (although I haven't checked recently if that still occurs)
Sigliskovich  [author] Apr 1 @ 6:24am 
Sora, I did look into it, I had made some changes to the vehicle configs to try and fix it but was unable to reproduce the error after the config changes were made.

What is the exact circumstance that occurs when you experience it?
Sora Mar 29 @ 3:42am 
Did you ever look into the sound that occurs in ghost hawks? Still happens for me
Sigliskovich  [author] Mar 19 @ 6:06am 
Ha I see! Well when the time comes and the compat request is made in the form, I'll see how I go making it. It'll be a first working on a scifi mod!
ThatGreenNeko Mar 19 @ 2:19am 
Honestly I personally would prefer a more realistic sound design than even the recent halo games. I just asked because there is a mod I think its called the 19th something and they literally ripped the bongo gun sounds out of the first halo.
It sounds so bad and rips me completely out of the game.
Sigliskovich  [author] Mar 18 @ 11:00pm 
ThatGreenNeko, That may be possible at a future time but truth be told, I am not super familiar with the halo mods or the overall direction of sound design that the more recent halo games have taken.

I'd be happy to have a sit down with you and hear your thoughts on where I could get started with a compat for halo.
ThatGreenNeko Mar 6 @ 1:10pm 
Is there going to be a compat for any halo mods?
Sigliskovich  [author] Feb 17 @ 4:29am 
Sora, Ah yes I've been meaning to fix that, I'll get that sorted before the next update.
Bogdass, yes.
LEE O C, I currently don't have a supporting compat for CWR so I'm not sure why that'd be happening.
Bogdass Feb 15 @ 3:15pm 
this client mod?
Sora Feb 14 @ 8:04pm 
I really like this sound pack, but it has one sound thats REALLY out of place, It sounds like glass or something shattering when flying a ghost hawk. It's also noticeable in certain towns, Sounds like a vehicle or something stuck under the map having a collision. I've been unable to find it (even with zeus) so I think a shattering effect is applied to a wind sound?
LEE O C Feb 8 @ 9:49pm 
CWR uses mostly CUP stuff but the Chieftain tank may be unique
LEE O C Feb 8 @ 9:47pm 
hi i think ur mod causes CWR chieftain tank to have no cannon fire sound, i took sound mods off 1 by 1 and looks like its this, any chance (of fix)? ha
Sigliskovich  [author] Jan 31 @ 11:37pm 
Hanss, I'm on it.
Hanss Jan 31 @ 10:31am 
After the new DLC update: CSLA Iron Curtain an update is needed.
Sigliskovich  [author] Jan 26 @ 1:39am 
Ham Roller, Those sounds are functioning on my end, recommend you do a repair of the mod
Ham Roller Jan 24 @ 10:37am 
An example is the RHS M2010 ESR and Mosin Nagant, both not having a sound for bolting.
Captain jonhson Jan 22 @ 3:08am 
Thanks!
Sigliskovich  [author] Jan 22 @ 2:13am 
Vespasian, I'd recommend unloading other sound mods as that would otherwise cause potential config conflicts and clashing of different audio styles.

Captain jonhson, Your english is fine! if you want compats for such mods click the button above.

Neb, See above.

Ham Roller, Gonna need specifics please, which guns in particular?

faystyle83, working on it.

Bit.Byte, Choice is yours friend, cheers.

Apricot_ale, Currently not possible, at least not until I figure out how to enhance the patchout system with CBA, and how does it break it?
Captain jonhson Jan 21 @ 2:56am 
Such a great mod!
If only can you edit for the SOG nickel Steel?
(Sorry for bad Eng)
Vespasian Jan 19 @ 6:44am 
Does this require removal of other sound mods like JSRS?
Ham Roller Jan 18 @ 9:30am 
The sound for racking a bolt on a rifle is missing. At least for RHS rifles
Neb Jan 8 @ 1:38am 
begging to add a brucey project m compat
faystyle83 Jan 1 @ 10:40am 
Hello, can we have your great sound mod for the JCA UMP 45 weapon please, thank you
Bit.Byte Dec 27, 2024 @ 11:36am 
Soooooo, can I just subscribe to this rather than going for say... JSRS or AMZ (Neither cover quite as many mods via compatibility as this one does - surely this makes you the best option?)

Thanks!
Apricot_ale Dec 27, 2024 @ 3:54am 
MHS (Modular Handgun System) Compat will break Bruceys Project M - Beta (Dev&AIO version of his mods) pistol sounds... Can I optout the MHS Compat?
Apricot_ale Dec 18, 2024 @ 12:40am 
Thank you Sigliskovich! Always big thanks!
Sigliskovich  [author] Dec 17, 2024 @ 11:26pm 
Apricot_ale. Worry not, this will be fixed in the next update very soon!
Apricot_ale Dec 16, 2024 @ 11:18am 
Vanilla RPG reload sounds are missing!
Deston Nov 23, 2024 @ 9:43am 
@Sigliskovich When playing Unsung Redux, it gives an error about the M60 sound.
Sigliskovich  [author] Nov 21, 2024 @ 12:37am 
The One Demon & NatoStorm, If your after compats for these mods, I'll direct your attention to the compat submission form above. After they are lodged I'll work on them as I am able to.

Apricot_ale, That code is a worthy suggestion! I've been trying to figure it out myself on how to achieve that, thanks to you I can make that possible. As for the XM250 also see above for the request form, thank you.
The One Demon ;) Nov 20, 2024 @ 6:16am 
Any chance for compatibility with Cold War Rearmed III? :D
Apricot_ale Nov 18, 2024 @ 3:25pm 
hi, can you add compat for SIG XM250? (same author MCX Spear)

And I have suggestion for you about ACE compat.

ace flash bang works well with this config:

class CfgAmmo {
class SmokeShell;
class ACE_G_M84: SmokeShell {
ace_grenades_flashbangExplodeSound[] = {
{"\SIG_Sounds\Impact\Expl\Grenade_Flash\expl_flash-01.ogg", 10, 1.2, 400},
{"\SIG_Sounds\Impact\Expl\Grenade_Flash\expl_flash-02.ogg", 10, 1.2, 400},
~~~~~~~
{"\SIG_Sounds\Impact\Expl\Grenade_Flash\expl_flash-12.ogg", 10, 1.2, 400},
{"\SIG_Sounds\Impact\Expl\Grenade_Flash\expl_flash-13.ogg", 10, 1.2, 400}
};
};
class ACE_G_CTS9: ACE_G_M84 {};
};

this is copy from my mod. and It's long time works fine
NatoStorm Nov 18, 2024 @ 12:27pm 
Hello, I was wondering if you have any intent on adding compatibility for the E22 faction mods by Grave? I could probably create a compat for it on my own for personal use, but I'm not familiar with the syntax, and it would be nice to have it properly done by someone better with these things than I.
xvil33 Nov 16, 2024 @ 2:44am 
is there a way to make distant sounds louder?
Sigliskovich  [author] Nov 3, 2024 @ 9:53pm 
Kevin_Rooy, You can only run one soundmod at a time otherwise there is conflicting issues that are outside of my control. If you are referring to the collection link - no it's not necessary to run any of the extra things. If you just run Sigsound Arma 3, you should get the intended experience. Thank you
Kevin_Rooy Nov 3, 2024 @ 9:21pm 
Hello, should I desist the JSRS SOUNDMOD? Another question I have for you is if I should install the entire collection package so there are no conflicts? Thank you for your contribution to the community.
Sigliskovich  [author] Nov 3, 2024 @ 4:30pm 
Komodo, cheers mate. It was quite the task and I'm glad it's done, the next big step I've got planned is reworking the patchout system by integrating CBA into the mod
Komodo Oct 30, 2024 @ 9:52am 
amazing work sig, this AIO is just gargantuan work, kudos bro

ty
rockbush Oct 26, 2024 @ 10:26pm 
i see, appreciate the reply!
Sigliskovich  [author] Oct 26, 2024 @ 1:17am 
rockbush, Reflections are still there, I know they do on occasion futz out during big firefights but they do still work. If they aren't there at all I'd recommend doing a repair of the mod. steam has been a little whack since this update affecting people in various odd ways.

Chris P. Bacon, Your welcome!
Chris P. Bacon Oct 25, 2024 @ 5:27am 
Yoo thank you for the All In One compatibility update. Now my mod list is now clean haha :)