published · approved · 81.7 KiB
Workshop mod by SlyZilla
Kinetic SFX Arma Reforger Mod
Combat that sounds like it's out there: echoes off hills and houses, rounds cracking past, heavy blasts, ears ringing after close hits. Adds to the game's own sounds; a slider for every effect.
B076785601A267E3
Ranking
Rising#6799.1
33Serversrunning this mod
37Observed players nowon servers reporting this mod
691Estimated player-hours (partial)Partial 7-day data (28% coverage)
DeploymentTop 4%95.9ahead of 96% of tracked mods by servers running it
ActivityTop 23%77.1ahead of 77% of tracked mods by play on those servers (partial 7-day data)
Popularity88.3deployment and activity combined (partial 7-day data)
How those 33 installs happen94% traced
- Not identified as a dependency15
- Required by another mod16
- Unknown2
Last 30 days
32 latest32 peak, 9 Nov2 low, 6 Nov
Servers reporting the mod in each hourly observation. Covers 2 days of the last 30 days. Shaded bands mark periods with no observations, which is not the same as zero.
Daily values
| Day | Last | Peak | Low | Obs. |
|---|---|---|---|---|
| 6 Nov | 3 | 3 | 2 | 2 |
| 7 Nov | 20 | 20 | 8 | 24 |
| 8 Nov | 30 | 30 | 18 | 21 |
| 9 Nov | 32 | 32 | 32 | 1 |
36 latest38 peak, 8 Nov1 low, 6 Nov
Sampled player counts on servers reporting the mod; not unique players. Covers 2 days of the last 30 days. Shaded bands mark periods with no observations, which is not the same as zero.
Daily values
| Day | Last | Peak | Low | Obs. |
|---|---|---|---|---|
| 6 Nov | 2 | 2 | 1 | 2 |
| 7 Nov | 26 | 27 | 1 | 24 |
| 8 Nov | 38 | 38 | 4 | 21 |
| 9 Nov | 36 | 36 | 36 | 1 |
Calculated Nov 9, 2026, 12:25 AM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.
Summary
Combat that sounds like it's out there: echoes off hills and houses, rounds cracking past, heavy blasts, ears ringing after close hits. Adds to the game's own sounds; a slider for every effect.
Official Workshop description
RECOMMENDED: in the game's Settings > Audio, turn Dynamic range up to 200 (the default is 100). It gives gunshots and explosions more room above the rest of the sound, and Kinetic SFX sounds best with it.
Kinetic SFX is part of the Kinetic family of mods. Kinetic VFX does the same for what you see: muzzle flashes, impacts, explosions, fires and suppression. The two are made to work together:
https://reforger.armaplatform.com/workshop/BE6FE9EF322FF6FB-KineticVFX
Kinetic SFX makes combat sound like it's really happening around you. Far gunfire rolls back off the hills, houses and tree lines, rounds crack past your head, explosions hit hard up close and rumble far off, and your hearing dulls after a close blast. It adds to the game's own sounds instead of replacing them and is built from the game's own recordings, so guns keep their sound and gun mods keep theirs. Every effect has its own slider, so you can tune it to your taste or turn it off.
GUNFIRE
- Echoes off the hills, buildings and tree lines around you, arriving late from where they bounced, at the speed of sound
- Far fights sound far away and come from their side; valleys ring on longest
- Automatic fire keeps its rhythm: a burst's echoes roll out after it instead of piling up
- Short-barrelled guns sound harsher up close
- A little more body under guns and blasts close to you: a punch, not a boom
- Autocannons and heavy machine guns next to you: more body and mechanism clatter, a metal clang when their rounds hit armour near you
- Tank guns sound like tank guns: a heavy crack when their rounds pass, big echoes, and far off the report rolls on like a distant blast; their rounds clang where they hit a vehicle, even when they go straight through
- The game's mixer squashes gunshots and cracks a little less, so they keep their edge
NEAR MISSES
- A harder supersonic crack when rounds pass near you, a snap when they're very close, a whiz from slow rounds
EXPLOSIONS
- A heavier punch up close, debris raining down, a low rumble and echoes far off, all arriving at the speed of sound
- Hand grenades, mines, tank shells, rockets, missiles and vehicles going up included, from any vehicle mod
- Hand grenades and mines near you hit harder and play louder, so you hear them even when you throw one over a wall
- Everything else dips for a moment after a very close shell or rocket, so the bang stands out
VEHICLES AND HITS
- Engines, tyres and tracks a little louder, with more low weight
- Bullet impacts a little louder, close ones crisper
- More vehicle and impact sounds can play at once, so a few vehicles or a heavy firefight don't cut each other off
YOUR EARS (only you hear these)
- Muffled hearing after a close blast, a hit, a round snapping past your head, and while badly hurt; radio and voice chat stay clear
- An ear ring after close blasts
SPACES AND WEATHER
- Inside buildings, shots, voices and steps sound boxed in; a gentle open-air reverb outside
- The added sounds are muffled through walls and inside closed vehicles exactly like the game's own
- Far echoes and rumble carry with the weather: shorter in rain and strong wind, a little further on a calm, dry night
- Footsteps, kit and gear rattle louder and more present
SETTINGS
- A "Kinetic SFX" tab in the game's Settings menu: a slider for every effect (0% = off, 100% = default, up to 150%), presets (Subtle, Default, Heavy, All off) and switches for the hurt muffle and wall muffling
- Your settings stay put when you update or switch between versions
- The /snd chat command (for example /snd echo 3, /snd test blast 40) and a settings file: Documents\My Games\ArmaReforger\profile\KineticSFX.txt
MULTIPLAYER
- Works in single player, in player-hosted games and on dedicated servers. As with every Reforger mod, a server has to load it for its players to have it.
- Each player's own game makes the sound, and each player keeps their own settings. Nothing runs on the server; no changes to damage, ballistics or the AI.
COMPATIBILITY
- Needs only the base game. It doesn't replace any gun's own sound: guns from other mods get the echoes, cracks and blasts too, as long as they use the game's standard muzzle setup (nearly all do).
- It replaces the game's master mixer to add its muffle and reverb controls. Another mod that also replaces the master mixer (some full sound overhauls do) clashes with it: the one loaded last wins.
- Optional add-on: Kinetic SFX - Vanilla Guns gives the base game's own guns more of their own voice:
https://reforger.armaplatform.com/workshop/2EA7C1F7837DDECF-KineticSFX-VanillaGuns
- Works together with Kinetic VFX (link at the top).
Made for Arma Reforger 1.9.
Made with the help of Opus 5.5. If this is an issue for you, fair enough don't use the mod.
Servers running this mod
3333 currently listed servers report Kinetic SFX in its mod list. Showing the 5 with the most players.
- MERCENARIOS UNIT 731Online · #AR-Campaign_ScenarioName_Everon26 / 50players
- 25th Infantry DivisionOnline · #AR-Editor_Mission_GM_Kolguyev_Name4 / 40players
- 56th BCT | 36th ID Mil-SimOnline · Operation Red Faith2 / 32players
- CAG/GWOT PVE OperationsOnline · Game Master - Kunar Province1 / 128players
- Devonshire and Dorset RegimentOnline · Game Master - Seitenbuch1 / 16players
Versions
31.0.2Game 1.9.0.37 · 81.7 KiB · Nov 8, 2026
Dependencies: 0Scenarios: 0PublishedApproved
1.0.2
- Hand grenades you can hear: a grenade or mine going off near you now plays louder, gets the same close crack and punch as shells and rockets, and the ear muffle after it comes later and softer, so it no longer swallows the grenade's own boom and roll (you hear it even when you throw one over a wall or behind a house).
- Tank guns sound like tank guns: 100 mm and bigger rounds get a heavy crack when they pass near you, a heavier thump close by, big echoes, and far away the report rolls on like a distant blast. 23 mm rounds count as autocannon rounds.
- Tank shells, autocannon rounds, helicopter rockets, ATGMs and bombs get the full explosion treatment (rumble, echoes, debris, the close shock crack), from any vehicle mod.
- Vehicles going up get it too: when a destroyed vehicle's fuel, supplies or ammo rack explodes you hear the rumble, debris and echoes on top of the game's own blast, in multiplayer for every player.
- Tank and cannon rounds clang where they hit a light vehicle, even when they go straight through.
- New settings "Vehicles" (engines, tyres and tracks a little louder with more low weight) and "Hits" (bullet impacts a little louder, close ones crisper), in the Kinetic SFX tab under "Vehicles and hits" and in /snd.
- More vehicle and impact sounds can play at once, so a few vehicles or a heavy firefight no longer cut each other off.
- Machine guns up close no longer get a low "whomp" under every round: in automatic fire the added thump plays on the first shots of a burst and fades out. Single shots keep their punch.
- Your settings stay put when you update or switch between versions of Kinetic SFX.config.json entry
{
"modId": "B076785601A267E3",
"name": "Kinetic SFX",
"version": "1.0.2"
}Use Kinetic SFX on your server
Add Kinetic SFX to the game.mods array of your server config.json. The config generator builds the full file, the mod manager keeps the mod list and its dependencies organized, and the config validator checks an existing config. The adding mods guide and mod dependencies guide walk through it step by step.
Fetch this mod from the API
The same metadata is available as JSON. See the API quickstart, the V2 reference, or the V1 reference.
GET https://api.reforgermods.net/v2/mods/B076785601A267E3
GET https://api.reforgermods.net/v2/mods/B076785601A267E3/versionsData is cached from Arma Reforger Workshop metadata and may be stale. reforgermods.net is independent and is not affiliated with Bohemia Interactive.