Arma 3
Project SFX: Remastered
697 Comments
Ari___ 3 Oct @ 11:39pm 
@CoffeePot , yea ill test it out this weekend, when we run our op lol
CoffeePot 2 Oct @ 8:52am 
Ari___ Are you using Animate Rewrite? My group ran into the same issue. Try disabling the inventory sound in Animate’s settings and see if that fixes it.
WebKnight  [author] 29 Sep @ 3:00pm 
@Robbery yeah
WebKnight  [author] 29 Sep @ 12:59pm 
@Orange looks like an eventhandler is still working on dead bodies, will fix it
Robbery 29 Sep @ 11:56am 
Is your mod fully compatible with JSRS SOUNDMOD 2025 Beta - RC3 and JSRS SOUNDMOD 2025 Beta - AiO Compat Files RC3 :CSAT::FIA::NATO: ?
Orange 28 Sep @ 8:03pm 
@Ari___ Same here, it's been an issue for the last few weeks. The inventory sound CBA settings don't seem to be working on the server either
Ari___ 28 Sep @ 1:55am 
hey we keep hearing backpack opening sounds really loud and from really far away. not sure what causes this?
WebKnight  [author] 19 Sep @ 4:04am 
@J-Money fully, i use JSRS all the time myself and mod was made to work with it
J-Money 18 Sep @ 6:19pm 
How compatible is this with JSRS2025? :)
WebKnight  [author] 6 Sep @ 8:38am 
@Komodo and they will be, i am using uiSleep for it mostly for MP purposes, so it ignores whenever the game is paused. You can disable them if it bugs ya
Komodo 6 Sep @ 6:11am 
hi WK,

for the player breath sounds, they still play in the pause menu when playing SP
WebKnight  [author] 28 Aug @ 1:32pm 
@ScottyThePilot you can just force those settings onto clients, just tick it on the right side
ScottyThePilot 28 Aug @ 12:49pm 
Would you consider setting the isGlobal param to 2 for some of your CBA settings here so that clients always have control over sound volume or whether sounds play?
KEEEEL 17 Aug @ 11:39am 
Anyone else finding that the breathing feature seems not to work with the native hold breath function? I noticed recently that holding breath didn't seem to be triggering, but it turns out it's just not playing the hold breath sound (and keeps playing the mod's breathing sounds) despite the sights seeming to level out like they should when holding breath.
WebKnight  [author] 16 Jul @ 7:11am 
@Apache its still there, just when unit is being killed instead of playing it on every hit for optimisation reasons
Apache 16 Jul @ 5:51am 
Helmet Headshot sound is gone? the Tink!! sound
Akachi 11 Jul @ 2:35pm 
hi
Diminamus Releasimus 23 Jun @ 6:50pm 
"Replacement of standard Arma sounds, such as: Background shooting, alarm, thunder sounds, etc."

This does drown out voice acting and other things happening in the ARMA 3 campaigns and other content that uses the thunder, alarm, and background shooting effect. I really noticed this in the survive campaign when miller is having a mild briefing conversation while a MAJOR battle drowns out everything he says.

Maybe a volume slider for those effects is in order to help people trying to play content not designed for Project SFX.
Damien 20 Jun @ 8:06am 
Nice mod.
WebKnight  [author] 13 Jun @ 12:30pm 
@NIKTO да
NIKTO 13 Jun @ 9:26am 
Мод совместим с DynaSound 2?
Buzztr0n 4 Jun @ 1:50pm 
Everyone in our group agrees that this mod is amazing in regards of how more immersive it feels! Great job really! Do you have any plans to implement voice lines for masks or fullface helmets (e.g. Star Wars or Warhammer 40k) so players could add custom helmet classes to an array kinda like with the female head system you did?
Buzztr0n 14 May @ 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] 14 May @ 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 14 May @ 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 14 May @ 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 8 May @ 5:53pm 
Appreciate the fix, i’ll check it out later today.
WebKnight  [author] 8 May @ 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_ 8 May @ 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] 8 May @ 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_ 8 May @ 8:19am 
@WebKnight I keep hearing sobs of death when I hit enemy heads, even though "Enable Headshot sound" is disabled
WebKnight  [author] 8 May @ 6:50am 
@Emu fixed, force update the mod
WebKnight  [author] 8 May @ 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] 8 May @ 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] 8 May @ 6:29am 
@_mickey_ cannot find a way to check subsonic
_mickey_ 8 May @ 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 8 May @ 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 21 Apr @ 6:20pm 
compatible with JSRS 2025 new mod?
maTpoc 10 Apr @ 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???
TanikuZeke 1 Apr @ 10:35pm 
Do it yourself.
Sevka Slav 22 Mar @ 3:29pm 
why not?
WebKnight  [author] 22 Mar @ 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 22 Mar @ 2:01pm 
can you add option to re-enable vanilla pain breathing and screen effect?
WebKnight  [author] 22 Mar @ 12:09pm 
@Du_lokoo mod wasnt updated since october
Du_lokoo 22 Mar @ 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 21 Mar @ 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] 21 Mar @ 12:03pm 
@Du_lokoo you cannot access arsenal or something?
Du_lokoo 21 Mar @ 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?
ElPedroChico 18 Mar @ 4:36pm 
Can you tie the inventory sound volume to the "Effects" sounds instead of "Radio"?
WebKnight  [author] 13 Mar @ 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.