Arma 3
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Adaptive ARMA 3 OST Music V3.2
   
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Data Type: Mod
Mod Type: Sound
File Size
Posted
Updated
56.556 KB
24 Jul, 2022 @ 5:23pm
4 Jul, 2023 @ 8:24am
6 Change Notes ( view )

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Adaptive ARMA 3 OST Music V3.2

In 1 collection by cheif22
Adapive Music Mods Collection
5 items
Description
Hello all,

Welcome to probably my final installment of the adaptive music mods for ARMA 3. I have gotten requests for Arma 3's OST and here it is!!. I hope you all have fun with it!!

This mod is designed to be an adaptive experience giving the right music at the right time (as much as ARMA programming goes). You will be able to start out with some low key tracks and then some hyped-up songs when in combat and revert back. Maybe some spooky feelings when the fog sets in.

This mod has been originally created as a map script by Niklas Brettschneider and has been sitting on my hard drive for years. I have made this mod completely independent of any map scripting and will work on any singleplayer or multiplayer scenario.
THIS IS COMPLETELY CLIENT SIDE AND NOT SERVER SIDE PROCESSED.


This mod will give you the following moods:


- Day and night time playsets.
- Fog playset when player enters fog levels over 30%.
- Rain playset when player encounter rain levels over 50%
- Scuba dive playset when a player goes below 5 meters under water.
- Enter any vehicle and get a non-combat playset for driving.
- Cars (Cars and wheeled APCs)
- Tanks (Tanks, and other tracked vehicles).
- Boats and submarine (sea level will be boat, below 5 meters in the water will transition to submarine playset.)
- Helicopters (parachutes are following this playset as thats what their vehicle type is.)
- Planes (There might be gun shot detection problems with these causing combat to not trigger.)
- Skydiving playset. (Activates when you fall from 100 meters above any surface)
- Combat playsets for on foot and in vehicles. (So get away songs are a thing if someone is firing at you :O)
- A fog combat playset while on foot has been carried over from the halo mod pack.

Create your own Custom Sound pack for yourself or unit!

You can tear apart this mod and create custom music packs. If you want a blank slate, here is a copy that you can download: https://drive.google.com/file/d/1uLye9MpxcDovsMqk1IVrR84md3ZZmpR3/view?usp=sharing

Blank slate mod upload date: 8-6-2023

Video tutorial for template setup: https://www.youtube.com/watch?v=koZn3phjEaQ


Please keep in mind, if you do re-post this. Make sure you read the README file in the download and add the lines to credit the appropriate people and credit this workshop page.

The current music in the mod is using the Vanilla music from Arma 3.

Come join in on the Adaptive music hub discord

https://discord.gg/xaEaB7Q

Github page

https://github.com/cheif22/ARMA3_adaptive_music


Possible upgrades I might do for this mod (No Promises):

- Add Playset for close by enemies (Still figuring out how this would work for different factions.)

- Remove dependency on CBA if I find a viable method.

- Possibly add a playset when you enter a town or an area with more than 4 buildings.

- Add better music fading if possible (Not going to be a quick fix so don't expect this to be soon or ever implemented)
25 Comments
cheif22  [author] 29 May @ 3:29pm 
@ghost I'll admit, Arma 3 has that advantage over Reforger. I hope arma 4 has client side only mods
Ghost 29 May @ 11:19am 
thx mate. also bonus for it being clientside too!
sometimes, ops feel so quiet without music
cheif22  [author] 24 May @ 6:08pm 
@ghost, I just used this list actually. the config file is litterally all of these classnames to the songs in this order https://community.bistudio.com/wiki/Arma_3:_CfgMusic
Ghost 24 May @ 4:11am 
what's the track list of this pack?
one of the piano heavy songs keeps being stuck in my head :)
cheif22  [author] 2 Mar @ 9:18am 
@Psycool

Join in the Adaptive music discord and share the build. I'd be interested to see what you done.

How I set up the mod is it will play the track that the script detects first. say it was sunny out, plays what ever plays for that mood. if it was switched to night, it will finish playing the daytime song then transition to the night time. Same with fog. If it is over a certain percentage of fog in the world, it will play fog. If fog and rain are going at the same time, I think fog will dominate over rain.

Think of it like this, typically unless it is forced to change when stress hits over the thresh hold or a script tells it to switch, it will play out the song in its entirety then transition when out of combat.
Psycool(싸이쿨) 2 Mar @ 4:41am 
I added a script to the mod I ported that plays stealth music when a enemies is within 200m of player and player haven't been spotted yet. If you don't mind, can you test it out and let me know what you think?
Psycool(싸이쿨) 1 Mar @ 12:56pm 
For example, if the current situation is daytime, rainy, foggy, and safe, which track will be played first?
I'd like to add a new situation parameter, but I'm asking because I think I need to know what happens when multiple situations occur at the same time.
cheif22  [author] 14 Feb @ 3:13pm 
@phycool

So when playing with the music mod on. What will happen is each song has a timer, you play a song in zuse, it will quit the mod song and start playing the song from zuse. BUT. once the song timer in the mod ends and is told to transition cause the timer is still running. it will cut the zuse song and play the next mod song

If you are looking to play songs at specific moments, id say, don't run the mod or it will likely just auto transition back to the mod songs
Psycool(싸이쿨) 14 Feb @ 4:00am 
I have a question.
When I'm playing music such this mod and Zeus or Scenario automatically plays music, will the music from this mod be overwritten by those, or will my music still be played?
GABO (/^▽^)/ (aRnicus) 11 Feb @ 6:23am 
Awesome mod! kinda wish theres a ww2 version of it hehe