Modding sounds

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Hoplomachia
Posts: 63
Joined: Sat Dec 02, 2006 9:52 pm
Location: Denmark

Modding sounds

Post by Hoplomachia »

Hi,

Just a thought on sound modding.

To elaborate some more about modding sounds in COTA and future releases, it would be nice if it was possible to separate sounds for axis and allies. Lets say that we have a sound for Heavy Mortars with the name HvyMor1.wav. This should now be split in two sound files HvyMor1_Axis.wav and HvyMor1_Allies.wav. The code would have to take these files into consideration, so that every time a unit fires a Heavy Mortar, it should check whether the unit is Axis or Allied, and use the appropiate sound file.
I am not suggesting that Panther Games should find an Axis/Allied sound file for every weapon/sound fx involved, but just use the same sound file as default for both.
This would actually enable modders to find suitable sound files for Axis and Allied weaponry. It would even be possible to use approppriate language in some files if needed. Lets say someone makes a scenario between Italian and Greek troops in 1941, then it would actually be possible to include a mix of Italian and Greek language where possible. To do this you would need to use the Generic Mod Enabler for your scenario files, because you have chosen to alter a stock sound that is used by all scenarios. This latter could be seen as optional ofcourse, as you would have to activate/deactivate the scenario via GME for this to work side by side with other scenarios.
All in all i think this would take the immersion factor up a notch or two.


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Pergite!
Posts: 546
Joined: Wed Jun 07, 2006 3:40 pm
Location: The temperate climate zone

RE: Modding sounds

Post by Pergite! »

ORIGINAL: Hoplomachia
All in all i think this would take the immersion factor up a notch or two.

Or even further than that [:)]

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