Arma 3
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Project SFX: Remastered
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Data Type: Mod
Mod Type: Mechanics, Sound
File Size
Posted
Updated
101.059 MB
13 Jun, 2020 @ 2:16pm
8 May @ 6:50am
25 Change Notes ( view )

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Project SFX: Remastered

Description
Footsteps:
(Originally wanted to make them part of Project SFX, but decided to make them separate, cause not everyone will like them)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2806487814

Project SFX: Remastered is an extension of audio elements in Arma 3.

► So, what does the mod include?

◆ Extra weapon bass and low ammo sound effects (Like in PayDay or CS:GO)
◆ Death sounds for different character states (combat, stealth, headshot, underwater, inside the house, inside the equipment).
◆ Various sounds for players (jumping/landing sounds for different types of surfaces, throwing grenades, body hits sounds, inventory sounds, aiming sounds, concussion effect from explosions, body falling sounds).
◆ Replacement of standard Arma sounds, such as: Background shooting, alarm, thunder sounds, etc.
◆ New environmental sounds that you can play through Zeus or use in swine missions.


► Compatibility
Full multi-user compatibility (This is not a server or client mod, the client and server must both enable this mod).
Compatible with mods such as Real Engine, Enhanced Soundscape, Unit Voice Over, JSRS, FEMALE, ENFORCER, Max Women, Zombie and Daemons and Ravaged.
Bikey for dedicated servers.


► What's new in the remastered version?
As I said, I have removed the sounds that caused me problems with the last mod.
However, I couldn't record these sounds myself, so they were all taken from various resources (YouTube, Day of Infamy). All sounds belong to their authors. I do not claim the rights of these recordings in any way! All rights belong to their original authors.
I added the new environmental sounds I mentioned earlier, new aiming sounds, and removed the annoying injury system I had before. It was stupid of me to add any edits to the game mechanics that are not related to sounds. I apologize for that.

► What will be added?
It's up to you guys, if you have any suggestions, please leave comments in the discussions.

----------------------------------------------------------------------
Thank you:
Bohemia Interactive
New World Interactive
ALIAScartoons
SoundSnap
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Popular Discussions View All (4)
82
8 Jun @ 2:45am
PINNED: Bug report
WebKnight
32
8 Jun @ 2:14am
PINNED: To do next
WebKnight
3
1 Aug, 2024 @ 3:37pm
Breathing glitch
=7Cav=SPC.Rogers.Z
688 Comments
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.