Sound
Music
Historical music can create atmosphere without being requiring a lot of system resources. It gives the player a different feeling for each nation and is educational as well, enabling a player to become familiar with different countries’ anthems and marches. National anthems are played for major events, a "national march" for national victories, and a "national hymn" for defeats. Some examples are:
USA: Anthem: "The Star Spangled Banner" (Sousa), March: "The Stars and Stripes Forever" (Sousa), Air Victory: "Wild Blue Yonder", Naval Victory: "Anchors Aweigh", Hymn: "Adagio For Strings" (Barber).
UK: Anthem: "God Save the King", March: "Rule Britannia", Hymn: "War Requiem" (Britten)
During more subliminal periods (e.g., planning) appropriate music from the era for the country is played: Big Band Music, classical German marches, music by Russian composers, etcetera. Propaganda speeches, (Tokyo Rose, Goebbels radio addresses, fireside chats, and so on), corresponding to the game date, are played to help maintain the WW II atmosphere.
Music can be repeated somewhat more often than a film clip before it gets old, but in addition, the player has other options for avoiding boring repetition. Each country has its own folder of MP3's to which the players can add their own selections. Also, MWIF does not require a full screen display, so a player can select his own music to be playing in the background during a game.
Sound Effects
As units move or engage in combat, appropriate sounds are played. This also happens for certain screens. Sounds might be repeated somewhat more often than video, but worrying about too much repetition is important. In particular, every time a player clicks on a unit (to select the unit, inspect the stack, move, or fight), a simple "click" sound is produced rather than something more distinctive, which would quickly become annoying.
Screens
Industrial clanging for the production screen,
Tropical jungle sounds when examining a hex stack in Burma.
Movement
Diesel rumbling or the noise of the tracks when tanks move,
Noise of trucks when motorized units move,
Noise of boots when leg troops move,
Inline or radial engine noise for aircraft maneuvering,
Train toots for movement by rail
Combat
Varies depending on the kind of attacking and defending units/weapons and combat result
Explosion sound when a unit is attacked and destroyed,
Stukas diving when flying ground strike missions
Stuka sirens
Bombs whistling
Artillery fire
Noise of the relevant type of gun AA fires, when ART bombs, etc...
Parachutes opening on an airborne assault.
Words "Go, go, go" when paratroopers jump,
Splash
_____________________________
Steve
My online handle probably says it all about my eventual vocation, so I might as well chip in with my two cents on the game's music & sound effects.
MUSIC
Musical Cues Based on In-Game Events
Because of the nature of this game, musical cues that precede or follow particular events, such as a successful land combat or a defeat at sea, or something, should be quite short; I would suggest no more than 10-15 seconds in length. They should play over an overview screen of the event causing the cue to play; when the player closes the pop-up, the event-based cue should either end immediately or play to its conclusion before beginning one of the regular cues.
However, given the sheer number of events that might precipitate cues, I would actually suggest that this system not be used, as the cues would quickly become trite and uninteresting. Space battles in
Star Wars: Rebellion occured infrequently enough that the music was fun to listen to each time the prompts came up prior to and after the combat. But given the number of combat situations that regularly occur in a WiF turn, similar cues in this game would get stale quite possibly after the very first turn of play.
Balance of Pre-Existing Music vs. Original Music
Some pre-existing music would certainly be a good idea. I would in particular suggest, where possible, music from the early 20th century, containing a mix of composers from the major belligerents. Unfortunately, copyright issues may nix a lot of good possibilities (such as Stravinsky or Aaron Copland). Some Romantic and/or Classical period music may also be appropriate (case in point - Wagner).
It is important that less than half of any pre-existing music used be very obtrusive, as this game demands concentration on the part of the player, and music that calls too much attention to itself all the time can be a distraction and even an annoyance (there are a number of tracks that do this in Hearts of Iron, which exclusively uses non-original music). Some music still needs to be exiciting and vigorous, of course.
As for original music, I would certainly endorse it - it provides a nice change of pace from all the Richard Strauss, Edward Elgar, & Shostakovich or whatnot that'll be playing. Also, in particular original music can be scored for the game that allows for the creation of pieces that in some ways duplicate the styles of composers that would have had pieces featured in the game but for copyright concerns (such as Aaron Copland or Olivier Messaien). I don't know how much Japanese or Chinese music can be found from the war period itself, but since music in those styles is certainly a welcome addition I would certainly suggest that, in the absence of externally-sourced music, some original music in that idiom be composed.
The big key for both original and other music is that the player has to be able to tolerate hearing it more than once in the same hour, in the off chance that such a thing should occur. Most of my favourite game music is pretty short loops of stuff (from games like the
Final Fantasy franchise or
Ogre Battle, or even
Starcraft and
Warcraft III) that I could quite happily listen to again and again for fifteen minutes plus straight up without getting bored of it. With a big enough library to choose from, and/or the ability for the player to play their own music, plus a good random music-playing algorithm, there should be no concern about musical irritation (one of my biggest beefs with
Hearts of Iron II is that, while the score is good, the fact that it's divided into "war" music and "peace" music means that too little music gets repeated too often, and many of the tracks are too intrusive to bear much repeating, though repeat they inevitably do).
What Pre-Existing Music to Use?
These following suggestions are entirely based on my own opinions, and should hardly be taken to be authoritative, although I will try to give reasons that are not 100% arbitrary.
German Composers
Wagner - best used sparingly because most of his music is loud stuff; good tracks to include are "Ride of the Valkyries", "Tannhauser Overture" (the theme of the German airborne forces), and "Siegfried Idyll" (mainly because it is quite soft-spoken for Wagner).
Johann Strauss(es) - The waltz-composing Viennese? I would highly recommend against.
Vienna School I (Haydn, Mozart, Beethoven) - Although these fellows were never a "school", they are the big-time Classical composers, and they spent a lot of time in and around Vienna. I would generally suggest avoiding them because they are so ubiquitous.
Vienna School II (Schoenberg, Berg, Webern) - An actual school of composition; best avoided as, despite being over a half-century old, they are often considered too "avant-garde" for most listeners; however Berg has a number of pieces that may merit inclusion.
Richard Strauss - Some of this guy's stuff should be included for sure if possible; just not the sunrise cue from "Also Sprach Zarathustra", although other material from that tone poem ought to be considered. Not only is he from the early 20th century, but he briefly held a post in the Nazi music commission.
Mendelhsson & Brahms - I don't know about these two.
Russian & East European Composers
Tchaikovsky - Overused; best avoided (especially 1812 Overture, which, nice as it is is both too long and too loud).
Mussorgsky, Rimsky-Korsakov, Prokofiev, Scriabin, Rachmaninoff - Definite yes' all, if you can get them. Mussorgsky has a number of pieces that were later orchestrated by Ravel which merit inclusion.
Stravinsky - Absolutely.
Shostakovich - Probably, if copyright isn't an issue. He is really the quintessential Soviet-era composer.
Bartok & Kodaly - Maybe. Bartok can be a bit modernist for some ears.
Lutoslawski - Some of his surviving earlier works.
Chopin - Probably.
Smetana - Probably.
Liszt - Probably not.
American, British & French Composers
Holst, Elgar, Vaughn Williams, Britten - Yes, yes, yes! Although for Elgar I would suggest avoiding the Pomp & Circumstance pieces.
Copland, Gershwin, Barber, Ives - Definitely, although copyright may prove to be too much of an obstacle.
Ravel, Faure, Debussy - Definitely.
Some of the English 18th-19th century madrigalists might be a good idea, but there's so many other composers that they should probably come in as a last resort.
Other
- Japanese & Chinese music from the period, whether composed in the Western idiom or not?
- CW Dominion composers? (India & Canada come to mind)
- Sousa marches/anthems - one or two of these may be good, but they are marches, and that means loud and possibly distracting. On the other hand, as Pablo, I believe, first mentioned, they might be good for mini-cues.
That's probably (more than enough) on music.
FOLEY EFFECTS (SOUND)
For in-game sound effects, I think you've already got a reasonable list. I like not having distinct sounds for unit selection, as that would get tiresome real fast; likewise with when units are simply ordered to do something. When they actually implement an action is when you would have the Foley effects come in to play.
I would say you have different "click" sounds for the following:
- unit/stack selection
- unit/stack orders issued
- menu/screen selection
- menu option chosen
When would the Foley sound come into play? I would use a rail move as an example. It is the rail move phase. You select a unit you want to rail move and get the "click" sound. You select the destination hex to get another "click" sound. While the unit changes hexes and you are perusing for other units to select, two or three seconds of railway sounds play.
(On a somewhat related topic, I would play an animation for
each atomic bomb raid made during the game, seeing as they are infrequent events of such great magnitude.)
Voice-Overs/Narration
Presumably you won't have a lot of this except in so far as you are able to get clips of speeches by political or propaganda figures. To keep things in their historical context, I would not provide translations of clips of speeches during the game, except in a separate text file that players can peruse at their leisure (including during the game but run out of any old text file reader rather than MWiF itself). This might save a few bucks on localization.
That is about it.