Arma 3
Project SFX: Remastered
675 Comments
Buzztr0n May 14 @ 6:44pm 
Oh okay, thanks for the clarification regarding how the footsteps thing works - your approach makes sense in that case! Not sure why giving us the ability to toggle death sounds for players & AI seperately doesn't seem like a reasonable improvement to you tho? I know bunch of players who for example like having AI death sounds but not for player bodies.
WebKnight  [author] May 14 @ 4:35pm 
@Buzztr0n i cannot disable footsteps via CBA setting, and no i aint doing anything what you said. The mod will stay as it is. If you are zeusing and you dont like map sounds, you can disable them on you client, most of the settings are local to each player.
Buzztr0n May 14 @ 8:27am 
Also you said you made footsteps into seperate mod because "not everyone will like them", however what do we have options (to disable seperate teatures) for? :) any chance to merge the two projects?
Buzztr0n May 14 @ 8:20am 
Could you add a "is zeus interface opened" check before playing the map open/close sounds?
And could we get the option to disable AI and player death sounds seperately? Would love to keep them enabled for players but disable for AI (since we already have AI voice mod)
Emu May 8 @ 5:53pm 
Appreciate the fix, i’ll check it out later today.
WebKnight  [author] May 8 @ 8:25am 
@_mickey_ read the thing that i said and you can disable it in addon settings if it inconsistent for you. Headshots do not play any death sounds.
_mickey_ May 8 @ 8:21am 
At first I thought I was hitting the necks, but later I was aiming for the head (!not the neck) and still heard the sounds of dying sobs
WebKnight  [author] May 8 @ 8:20am 
@_mickey_ its a neckshot sounds, and it only plays if a character died while being hitted in the neck. Its funky because that hitpoint varies from uniform to uniform.
_mickey_ May 8 @ 8:19am 
@WebKnight I keep hearing sobs of death when I hit enemy heads, even though "Enable Headshot sound" is disabled
WebKnight  [author] May 8 @ 6:50am 
@Emu fixed, force update the mod
WebKnight  [author] May 8 @ 6:32am 
@Emu oh shit i actually fucked up and low ammo sounds are still processed by scripted UI slider. Pushing an update in 5 min.
WebKnight  [author] May 8 @ 6:29am 
@Emu those sounds should be processed through effects channel now. Wait a lil bit ill add a volume settings for those
WebKnight  [author] May 8 @ 6:29am 
@_mickey_ cannot find a way to check subsonic
_mickey_ May 8 @ 6:19am 
@WebKnight thanks for great update, many settings were so lacking before! For example, ability disabling screams when hitting the head.

Still wondering if Sniper Suppression Sound is able to recognize a subsonic ammo that should not have a hypersonic crack? Please try to make it so that the subsonic flight of a bullet does not have a hypersonic supression sound
Emu May 8 @ 5:55am 
is there a reason that the almost empty ammo sound is deafeningly loud? there doesnt seem to be a way to change it either
SempeR Apr 21 @ 6:20pm 
compatible with JSRS 2025 new mod?
maTpoc Apr 10 @ 7:46am 
привет.сервер просит мод-arma 3 sonus sfx mod - не могу нигде найти.а твой не подходит.у твоего раньше не такое название было???
segway631 Apr 1 @ 10:35pm 
Do it yourself.
Sevka Slav Mar 22 @ 3:29pm 
why not?
WebKnight  [author] Mar 22 @ 2:45pm 
@Sevka Slav no i cant, although i might change the pain sounds themselfs through a config, instead of doing them in a scripted way
Sevka Slav Mar 22 @ 2:01pm 
can you add option to re-enable vanilla pain breathing and screen effect?
WebKnight  [author] Mar 22 @ 12:09pm 
@Du_lokoo mod wasnt updated since october
Du_lokoo Mar 22 @ 4:18am 
Yes, the message "Busy" appears and I can't access it, I need to scroll the mouse and click on "release" to be able to access it, until recently everything was working fine, for about 1 or 2 weeks I have been having this problem, I haven't been able to find out what it could be yet
Sevka Slav Mar 21 @ 3:47pm 
Heya, this mod removes the pain effect and the exhaling from pain sound as well, I understand it is for the breathing feature but personally I don't like it and I have it disabled, are you able to release a version or add an option to re-enable the vanilla pain screening swelling effect and vanilla pain sounds?
WebKnight  [author] Mar 21 @ 12:03pm 
@Du_lokoo you cannot access arsenal or something?
Du_lokoo Mar 21 @ 8:11am 
Hi WebKnight I'm having a conflict with your mod in invade annex mode in the arsenal box, when I try to access the arsenal a "Busy" message appears, and I need to scroll the mouse and choose the release option for some reason, I'm using it together with dynasound, and a few other mods, it worked until last week, but for some reason this started happening, would you know if there's a way to fix it?
Can you tie the inventory sound volume to the "Effects" sounds instead of "Radio"?
WebKnight  [author] Mar 13 @ 10:49pm 
@QuarterMetalJacket no, it is one script and i dont have time to separate it, you either disable suppression as a whole, or only player voices. Later down the line i might do something about it, but not right now.
QuarterMetalJacket Mar 13 @ 4:16pm 
@WebKnight Thank you for your response, I am aware of the compatibility. I will clarify a bit more, I meant "Player suppression reactions" as in the scared gasps the player makes when bullets are flying close to them, however this will only play with the bullet cracks the mod comes with. Currently, turning suppression option off in the addon settings turns both of these off. Which I do not want, I wish to keep the scared gasps but turn off the supersonic bullet cracks themselves so I would be able to swap it for the bullet cracks from JSRS 2025 while also having the gasps from your mod at the same time.



Could the bullet flyby sounds be separated apart from the player's reaction?
WebKnight  [author] Mar 13 @ 2:18am 
@QuarterMetalJacket suppression sounds work through scripts and work with any other sound mod
QuarterMetalJacket Mar 12 @ 11:56pm 
Hello, not sure if it has been asked before or been answered. Will there ever be a CBA option to select player suppression reactions apart from the actual bullet cracks separately? Been using this forever and would love if it would not override the cracks from JSRS 2025. <3
SSG Mar 11 @ 5:56am 
Found it: emptying SoundBreathInjured in CAManBase will remove the vanilla injury visual effects
Papiroska3131 Feb 22 @ 1:22pm 
Установил мод в порыве гнева на Арму и на то, что она выдает всевозможные ошибки с памятью, bulk install, так сказать. Когда услышал звуки ранений аж дернулся насколько это лучше ванили. Еще один musthave мод в мою копилку <3
SSG Feb 3 @ 2:02pm 
Hi, it seems that the mod is blocking the vanilla injury visual effects (screen blurs and red peripherals), but I found nothing in your config, do you mind to take a look?
wickwire Jan 31 @ 6:12am 
Holy ****, this is so good! Thanks Webknight
xzeux Jan 25 @ 10:25am 
does this work with AMZ?
Frost Jan 21 @ 2:52pm 
Hey, is it possible to minimize the volume for the sound of death. It's a bit difficult to hear the sound across the map for at least 2km.
WebKnight  [author] Jan 17 @ 2:00pm 
@󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 yes
Compatible with JSRS 2025?
Forgetz Nov 29, 2024 @ 6:22pm 
lol.. no fucks were given lol
_mickey_ Nov 29, 2024 @ 2:08pm 
ok
WebKnight  [author] Nov 29, 2024 @ 2:06pm 
@_mickey_ no
_mickey_ Nov 29, 2024 @ 1:37pm 
@WebKnight Hi!

Could you make a breather with a head shake and chest movement when the player gets very tired? In this way - https://www.youtube.com/watch?v=_RwNCRdiG2A

I think you could implement something like that. It would greatly improve immersion.
Valmont Nov 20, 2024 @ 11:12am 
I see, it is the "landing" sound after a jump that constantly plays but only when on top of objects, even then not moving, not the footsteps sound or anything. It is Enhanced Movement reworked btw. And by checking its code I don't think it is the "helper" triggering the sound because it is removed when the player is touching ground, here is the code: if (!surfaceHelperEnabled ||
alive objectParent _unit ||
((isNil {_unit getVariable "isClimbing"}) && isTouchingGround (vehicle _unit))
) exitWith {
_helper setPosASL [0,0,0];
};
So it might be something else...
WebKnight  [author] Nov 20, 2024 @ 10:19am 
@Valmont its already only triggers when you are touching ground, its a EM problem, not Project SFX one
Valmont Nov 20, 2024 @ 10:09am 
I am having an issue with the Enhanced Movement mod. The EM mod places an invisible object on your feet when walking on objects. That invisible object triggers a constant sound from Project SFX. Can you add a condition for the sound to play only when the player is "touchingGround" or perhaps an anti spam system that the sound can only be played once every XX seconds?
Valmont Nov 20, 2024 @ 9:59am 
Must have mod! Does this also enhances the sound of grenades being thrown and when the grenades hit the ground? I find the vanilla sounds for that very low. Playing the new Stalker 2 game you can clearly hear when an enemy throws a grenade and also where it lands ;)
® ELPIRATA (B.E.A.R.) © ✅ Nov 17, 2024 @ 12:20pm 
The signature solution in Windows Server is to delete the mod and download it again. I am sorry for the inconvenience caused
WebKnight  [author] Nov 4, 2024 @ 8:11am 
@® ELPIRATA (B.E.A.R.) © ✅ ill check it out again and see what i can do
® ELPIRATA (B.E.A.R.) © ✅ Nov 4, 2024 @ 6:53am 
Since the Arma 3 v2.18 update, the mod key is corrupted for dedicated servers. but in sp and mp an x ​​file does work. I have been in my community for several months with this mod and I had to pass the htm to everyone because the server does not detect the mod.