Arma 3
JSRS SOUNDMOD 2025 Beta - RC3
356 Comments
Machine Gun Kelly Oct 9 @ 7:27am 
@_mickey_ - As an digital tech (schooled) and an IT tech, you BEST bet will be a separate card.

The problem is that the sound you hear is DIGITAL, NOT ANALOG. It is IMPOSSIBLE to reproduce. It will ALWAYS be 'sub-par'.

Also, can you REALLY tell the difference? Personally, I do not think you will.

What WILL make the BIGGEST difference (in my opinion), are on the speakers/headphones. You can have the world's best sound card with cheap speakers and it will sound like CRAP.

Though humans can hear from 20cps to 20,000cps (cps - what is it? what is it now?) CAN YOU? Most can NOT.

For a sound card, IN GENERAL the 'more bits' it converts, the better the sound. Make sure the supported range is 20 cps-20,000 cps, make sure speakers also support this range.

A 'bass booster' of some sort would also 'make it better' too.

Me? Standard sys brd and good pair of speakers/headphones...and depending on cost/space, a 'bass booster'.

:)
_mickey_ Oct 9 @ 4:21am 
@LordJarhead Hey, Bro!

Could you please recommend a motherboard model to get great sound in Arma 3? Or would you recommend buying a separate sound card on any motherboard? What configuration are you using? Your advice as a sound specialist would be very valuable for every user:steamthumbsup:
STRIKEX Oct 6 @ 6:07am 
JSRS has a "inventory opening sound bug atm. Would be cool if you can fix that :ISSmask:

Cheers hot mod thanks
CF Raider Oct 4 @ 10:59pm 
Fix request: The Fennek engine makes a 'click' sound every few seconds while running.
Midnight Oct 4 @ 9:54pm 
Also having the loud inventory opening sound on myself when someone else opens inventory
_Rozpu_ Oct 4 @ 10:31am 
Anyone else is having loud "inventory opening" sound on yourself each time somebody opens inventory [other player 100-200m away]?
Machine Gun Kelly Oct 2 @ 12:47pm 
@J-Money - My mod already has this in it...its an 'off or on' switch, NOT a 'volume control. So, you can use the method below 'as you see fit'.

And to be honest with you, I do not think ANY mod INCLUDING ARMA, 'turns off insects' during a firefight'. I could be wrong...never really paid much attention if they do or not. ;)

They SHOULD be 'silent'. Google: during a battle between men, do insects make noise


'Fix':

In The Console:

Turn off animals (bugs, etc.) = enableEnvironment [false, true];

Turn on animals (bugs, etc.) = enableEnvironment [true, true];

* Affects ENTIRE MAP *


"...Enable/disable environmental effects: ambient life and/or ambient sound..."

See: https://community.bistudio.com/wiki/enableEnvironment



This and 2000+ other things:
https://steamcommunity.com/sharedfiles/filedetails/?id=2441776362

;)
J-Money Oct 1 @ 7:00pm 
are anyone else environmental sounds (insects) incredibly loud even during fire fighters? we need a mod that silences all environmental sounds for like a minute after a gunshot, otherwise its just unrealistic... you know?

great sound design tho. wish the base m4/ar platforms sounded better.
mightybjorn1984 Oct 1 @ 5:03pm 
Explosions sounds a little weak but awesome mod otherwise. Keep up the great work.
Machine Gun Kelly Sep 27 @ 9:07am 
SOME response was called for!

Could have been rude, went with using 'humor' to get the point across...

:)
Play3r Sep 27 @ 8:06am 
@Machine Gun Kelly You are Wicked.. :steamhappy::steammocking:
Machine Gun Kelly Sep 27 @ 7:20am 
@choco - WHAT???? When have you EVER SEEN ANY ITEM BE DOWNGRADED AND BE CALLED AN UPGRADE/VERSION 2 AND IT IS WORSE THAT V1?????????

WHEN??? WHERE???


So, to go along with the age old saying; 'Ask a stupid question, get a stupid answer'...


So, yes, this a way worse than the original mod. It is so bad, that every time you play ARMA, you MUST send me $20 USD! Failure to do such will turn your PC into a zombie and it will eat your toe jam.

And the only way to fix that is to insert a $50 USD ($30 late fee) bill into your 5.25" FDD, a 3.5" FDD will not work, MUST BE the 5.25" FDD. When the $50 is inserted its magically teleported into my pocket.

You will know that your PC is yours again after hearing the 'Tartis' sound from the Dr. Who show.

If you hear the 'Red Alert' sound from Star Trek, you did something wrong.


You hear the Tartis sound? You're fine till next time you pay ARMA!


:)
choco Sep 26 @ 9:53pm 
is this better than the old one im kinda new to arma3
J-Money Sep 25 @ 12:30pm 
i made a patch to add the supersonic cracks from Virtual Projectile Sound into JSRS, check it out
https://steamcommunity.com/sharedfiles/filedetails/?id=3570764700
Raxy Sep 16 @ 9:28am 
Explosions should be louder, rest is good. :steamhappy:
zjløbniy Sep 15 @ 10:54pm 
The mod is good, even very good. But in my personal opinion, it lacks a little balance in sounds. Small arms sound good, there are no questions about them at all, but the equipment seems to need to be louder to inspire fear. Explosions are good, perhaps they should also be made a little louder and longer in time. The main disadvantage is the quiet equipment, there is no feeling that it is equipment, in this regard, SUP is better for the usual JSRS SOUND MOD. And so +rep
J-Money Sep 15 @ 7:46pm 
can anybody make this compatible with Virtual Projectile Sound Reality?
the sonic cracks in jsrs are lacking imo.
J-Money Sep 15 @ 5:43pm 
appreciate the response, however! example..
1) JSRS 2025+ Improved Explosion Sounds (try that mod combo out),

2)AMZ Sounds + Enhanced SoundScapesPlus, + Virtual Projectile Reality (best small arms sounds imo)..

3)Insurgency Sounds + EnhancedSoundScape Plus + Virtual Projectile Reality + Improved Explosions (the most visceral and..maybe realistic).

There are things to add in combo
Machine Gun Kelly Sep 9 @ 11:40am 
@J-Money - This is just a sound replacement. There is nothing to 'run on top of'.

I would suggest that you load this mod LAST, as it will 'override' any other sound schemes that have already been loaded.

:)
J-Money Sep 9 @ 12:21am 
any recommendations of mods to run ontop of this?
Bluefield Sep 4 @ 11:51am 
v No
FARTWO Aug 30 @ 10:02pm 
Is this compatible with the ArmA2 Sounds mod?
ФАРШ Aug 28 @ 8:07am 
Очень хочу надеятся что автор мода не забросил работу
Martin Luther Ping (M.L.P) Aug 27 @ 7:27am 
I have just now realized an issue. Not sure if this is on my part but if using jsrs with Rhs. The A-10 Brrt works fine when at distance in a single/hosted server. When used in a server hosted server it tends to not work for some reason
Rascho030 Aug 23 @ 4:33am 
I'm playing the CUP Weapons mod, but unfortunately the weapon sounds don't change at all — not for the AKM, M16, etc. Is this a bug? The RHS weapons and USAF ones do change, even though I have both activated. AiO Compat Files RC3?
SempeR Aug 22 @ 5:00pm 
zeroing sounds will be good
arthurl.sullivan Aug 11 @ 12:18am 
what map was that
Machine Gun Kelly Aug 7 @ 3:40pm 
@[AR Nr.1] Rayn - From what I know, the last mod loaded will be the sounds that will be played.

It will NOT play '2 sounds' for a m16...just one...and that one that will be played will be the last mod loaded.

Now, if 'mod A' had a sound for a car and 'mod B' did NOT, even loading both and 'mod B' being last, the car sound WOULD work as there is NO DUPLICATE SOUND for a car in 'mod B'.

When there are duplicate ITEMS, ARMA will use the LAST ONE TO LOAD.

The above is true for ALL AND ANY MODS...


If you know anything about Oblivion/Skyrim, ARMA mods load the SAME WAY as those do.


Think about it, how would ARMA (or ANY program) KNOW which sound to play for a m16? The old one or the new one? Which one? See the problem? Thus, last loaded is used...


The above was a VERY simple answer to your question!


:)
[AR Nr.1] Rayn Aug 7 @ 1:13pm 
What happens if I activate JSRS SOUNDMOD and JSRS SOUNDMOD 2025 Beta at the same time?
_mickey_ Aug 5 @ 12:07pm 
@Babal Disfarcado

I absolutely agree with you.
_mickey_ Aug 5 @ 12:04pm 
My opinion - the mod sounds good only when shooting from the first person view and only with hand weapons. Most of the player's weapons are made well.

However, the sound of the battle as player background sounds very muddy. There is a poor sense of distance and no clarity for whole battle.

Sometimes, what should sound loud, sounds quiet, while what should sound quiet sounds much louder! It looks like the balance is distorted.

For example - Shots with a supressors, UGL shots are super loud, while explosions are quiet, player running steps are super-mega quiet, heavy vehicles weapons (tanks, APCs) are quiet, the sound of the environment (forest, jungle) is quiet, the fire reverberation inside buildings is quit.

Simple example - the M134 Minigun fire is terrible, because some hand rifles with a supressor will sound even louder!
Babal Disfarcado Aug 2 @ 12:44am 
vehicles should have more punchy sounds! like Squad.

25mm and 30mm sounds are the same, give each cannon personality! and make them very very punchy! its not punchy enough! it should rape my ears and the ears of everyone else...
𝕽𝖚𝖈𝖆 Jul 30 @ 10:04am 
sounds are great, but just wondering, are explosions supposed to be that quiet? like throwing grenade makes little sound, included for rpgs and such
Mrakos Jul 23 @ 11:55pm 
Hi Dennis - can you add a compat' for the terrain 'Chernarus_2035'? Currently your mod disables the environmental sounds (birdsong, owls at night, insects etc.). Thanks in advance !
Machine Gun Kelly Jul 23 @ 8:56am 
@TubaHorse - JUST the clients.


General rule of thumb:

If it affects ANYTHING that changes YOUR game play, it's client side only (you run it only). Such as a sound mod, or a full-screen NVG's, etc.


Anything else? Server and/or server/clients must run it.



Do note, regardless of which 'method' above is used, the server MUST HAVE THE KEY INSTALLED!

No key - no play! On a properly configured server, you would be kicked if trying to play with an 'unauthorized' mod being used.


Hope this answers your question about THIS mod and OTHER mods too!

:)
TubaHorse Jul 22 @ 1:00pm 
Is this clientside or should the server have it too?
aleshaliyan Jul 21 @ 1:59pm 
A very great job! Thank you!
LEE O C Jul 16 @ 8:59am 
love the update, the distant gunshots have the thuds i wanted, i like that the incoming bullets are more zippy. i'd like to hear some whistles and other high pitched stuff. also rpg fly bys to have more audio
Sir Knight Jul 15 @ 9:02am 
Nope. I tried again. Explosions (grenades) are now completely broken (extremely bassy/deep)
ZETA X ZONE Jul 13 @ 7:24pm 
Heya! Please try working on the sounds for the Aegis mod, planes like the F-16-15Eagle and others have no sound at all, other than that this mod is PEAK :steamhappy:
Woulff Jul 13 @ 1:16pm 
Sounds great! Really improves the immersion. Thanks!
Kayien Jul 12 @ 9:34am 
amazing update thanks, more plane sound!
Iordanian Jul 12 @ 9:23am 
Nice update cool sounds
Doctor Jul 12 @ 8:20am 
I agree with HappyRooster007. The explosions are weak in comparison with the gun sound. This version is similar to the first version.
Viper1Zero Jul 12 @ 7:31am 
Congrats on RC3!! Can't wait to dive in!
HappyRooster007 Jul 12 @ 7:16am 
@Dennis
In my opinion the sounds of gunfire and bullet cracks sounds are too loud and other sounds are quiet. Like impact sounds of artillery and other explosions. I only hear gunfire firefight and bullet cracs. Btw in the previous version were sound of explosions better. But this is my opinion. Compared to the previous version, the ambient sounds have improved a lot more. I mean the distance sounds of explosions, firefights etc.

Praetorian 1C doesn't have sound. Need a fix.
Sir Knight Jul 12 @ 5:45am 
Hand grenade sounds are now terrible and you can hear exactly when they start/repeat, like somebody is playing grenade.wav in winamp 2002
Girdeux Jul 11 @ 8:32pm 
@_mickey_ Ideally nice sounding tails will get built into this mod package, that way it's part of the core and you don't get let down by servers that don't have Enhanced Soundscape whitelisted. And being the main thing this mod seems to be missing it would be a shame to not have long and brutal tails and environmental sounds there to complete the soundstage.
_mickey_ Jul 11 @ 3:02pm 
@Pavel Kravitch Together with JSRS try to use LAxemann`s @Enhanced Soundscape mod. This mod has beautiful tails
_mickey_ Jul 11 @ 2:58pm 
@LordJarhead ynanks for update!
Some notes.

Most of the corabins sound super great, but please pay more attention to the submachine guns, some like MP-5, MP-7, Scorppion. Almost all of them have mediocre sound, even worse than the originals (NiArms, GM).
Also, it seems to me that the sound of reverberation when shooting from inside should be noticeably louder. When supressor shooting from the first person, the sound is very loud, it almost does not justify its name (supressor). IMHO.

Thank you for being with us for so many years!