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回報翻譯問題
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!
:)
I absolutely agree with you.
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!