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Sound Mod

Posted: Thu Oct 17, 2013 12:16 pm
by MikeAP
With Nick69 releasing his beautiful map, I figured I should kick this out the door as soon as I felt comfortable with it.

The theme for this mod is subtle and medium-distant sounding audio. When I play, I feel somewhat distant from the battlefield, maybe at a rear command post or at a high hover over the battlefield and that is the theme that I wanted to convey. Also, I feel that the medium-distant sounding audio is probably the best for battlefield ambiance, rather than up-close overly blaring sounds.

This is the first release, and there will be more.

Changes
-Armored Car engines
-Airstrikes
-Gatling Gun
-Miss sounds
-Hit Sounds
-Tracked Vehicle engines
-Truck engines
-Tank Guns
-Mortars
-Heavy Small Arms
-Medium Small Arms
-Light Small arms
-ATGMs
-Auto Cannons

Some notable issues that I think the FCRS team is already tracking
-Artillery audio is not playing correctly. The sound of the guns either isn't playing or are playing after the splash sounds.

-Vehicles will only emit sound on their first turn after being issued an order, so you may see vehicles silently moving across the battlefield if you've given them longer waypoints that require multiple turns to complete.

Due Outs
-I need to update the 'miss' sounds. They are used to depict artillery strikes and the graphic depiction is an artillery strike of 5-10 rounds. I will continue to update this.

-I need to update the airstrike sound. The graphical depiction is two very large explosions and the timing is tricky.

Enjoy

http://www.withresistance.com/FCRS/Mike ... undmod.zip

RE: Sound Mod

Posted: Thu Oct 17, 2013 12:32 pm
by CapnDarwin
Nice mod! I went for shake the screens sounds, but I think others will like your approach. That's why we went for high modability (if that's even a word).[:D]

RE: Sound Mod

Posted: Thu Oct 17, 2013 11:07 pm
by NefariousKoel
ORIGINAL: Capn Darwin

Nice mod! I went for shake the screens sounds, but I think others will like you approach. That's why we went for high modability (if that's even a word).[:D]

I'm definitely one of those who generally avoid "shake the screen" background sounds. [;)]


Thanks for the mod, Mike. Will you be updating your mod soon after the first patch?

RE: Sound Mod

Posted: Thu Oct 17, 2013 11:25 pm
by CapnDarwin
The patch should not effect the games sound setting or sound use other than hopefully fixing the odd XP issue three people have where the sounds fail to play [:(].

RE: Sound Mod

Posted: Thu Oct 17, 2013 11:27 pm
by MikeAP
ORIGINAL: NefariousKoel

ORIGINAL: Capn Darwin

Nice mod! I went for shake the screens sounds, but I think others will like you approach. That's why we went for high modability (if that's even a word).[:D]

I'm definitely one of those who generally avoid "shake the screen" background sounds. [;)]


Thanks for the mod, Mike. Will you be updating your mod soon after the first patch?

One we get a fix for the sound issues it should be easier to test sounds, and I will release more

RE: Sound Mod

Posted: Thu Oct 17, 2013 11:30 pm
by CapnDarwin
Doh! Forgot about the arty sound sequence/movement sounds dropping out issues. We are hoping to work on those in the second update.

RE: Sound Mod

Posted: Fri Oct 18, 2013 10:43 am
by TheWombat_matrixforum
Nice work, though I always play in "quiet mode." I find the sound distracting.

RE: Sound Mod

Posted: Mon Oct 21, 2013 10:27 pm
by Monkie
I really like the sounds, the small arms are my favorite. Thanks for uploading.

I think it would be great to have more subdued background sounds more like the ones in TOAW.