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Movement and weapons sound mod for FPC:CW
Posted: Fri Nov 18, 2022 2:45 am
by TarkError
Here's the second iteration of the sound mod I made for Red Storm a long while back using sounds from World in Conflict, Ghost Recon 1, Modern Campaigns, and WinSPMBT; now it's updated with sounds from Regiments.
https://drive.google.com/file/d/1HkjjSI ... share_link
Drop it in Flashpoint Campaigns Southern Storm\Modules\Common\Audio\Custom and run the game as usual.
Re: Movement and weapons sound mod for FPC:CW
Posted: Fri Nov 18, 2022 3:16 am
by 22sec
I got to check these out.
Re: Movement and weapons sound mod for FPC:CW
Posted: Fri Nov 18, 2022 3:35 am
by CapnDarwin
First Mod honors to TarkError! Thanks for sharing, sir!
Re: Movement and weapons sound mod for FPC:CW
Posted: Fri Nov 18, 2022 9:20 pm
by Tagüeña
Magnificent, essential
It would be great if there were specific audios for the moment of being with the markers on the map inside the M113: the battle environment sound itself or other sounds (some would put murmurs of voices, background telephones and sounds of vehicles outside)
Re: Movement and weapons sound mod for FPC:CW
Posted: Sun Nov 20, 2022 8:50 am
by TarkError
Updated with more variety in movement sounds
Re: Movement and weapons sound mod for FPC:CW
Posted: Sun Nov 20, 2022 3:42 pm
by CapnDarwin
TarkError, are those extra sounds getting picked up and used? It's been a while since I fiddled with that code, but I thought it was fixed in number. I'll have to look again. Thanks for the Mods!
Re: Movement and weapons sound mod for FPC:CW
Posted: Sun Nov 20, 2022 5:08 pm
by TarkError
Hi Jim,
I was messing around with the sound used by wheeled AFVs, armcar.wav. In the default game there's only armcar.wav. I tried putting additional files named armcar1.wav to armcar6.wav in the custom folder and the game does pick up the additional sounds! Now, I don't know if the game picks up every single sound from 1 to 6 to play (or, for tank guns, does tank gun11.wav play as the base game already has ten tank gun sounds?), but it's a start for further investigation.
As such, I've applied the same pattern to the other movement sounds, plus the ATGMs and SAMs too.
In comparison, the game code only uses HvyArtyStrike1.wav for any artillery fire 105mm or over--the game will not seek out a HvyArtyStrike2.wav to play.
Updated the mod again this morning with an additional SAM firing sound, one tank gun sound, and two additional ATGM sounds.
Re: Movement and weapons sound mod for FPC:CW
Posted: Sun Nov 20, 2022 5:20 pm
by JamesHunt
Great discovery, this will allow mods to add alot of sound variety to FCSS.
Re: Movement and weapons sound mod for FPC:CW
Posted: Sun Nov 20, 2022 6:38 pm
by TarkError
Updated again with 9 more ambient battle background sounds for your listening pleasure
Re: Movement and weapons sound mod for FPC:CW
Posted: Sun Nov 20, 2022 8:40 pm
by TarkError
Again another update with redone mortar1.wav, mortar3.wav, med arty4.wav, med arty5.wav, hvy arty6.wav, and hvy arty7.wav sounds
Re: Movement and weapons sound mod for FPC:CW
Posted: Sun Nov 20, 2022 8:42 pm
by MirabelleBenou
Thanks for this mod ! Not sure the ambient battle background sounds works. It's pretty silent, at least when issuing orders, but I think also when the action phase is running (only sounds of vehicles and guns).
Will have to check...
Re: Movement and weapons sound mod for FPC:CW
Posted: Sun Nov 20, 2022 8:50 pm
by TarkError
That's right, as in the original game the battle background sounds only play on turn execution.
I've also added some "lighter" battle ambience sounds as part of the 9 new ones, so it's also possible you got one of those playing on turn resolution too
Re: Movement and weapons sound mod for FPC:CW
Posted: Sun Nov 20, 2022 9:14 pm
by budd
Does the folder with sound files go in the custom folder or just the actual sound files go into the folder.
Re: Movement and weapons sound mod for FPC:CW
Posted: Sun Nov 20, 2022 9:16 pm
by TarkError
The sound wavs themselves go into the Custom folder so that my mod never messes with the original sound files. The game will automatically prioritize any sound in the Custom folder to play over the vanilla ones
Re: Movement and weapons sound mod for FPC:CW
Posted: Sun Nov 20, 2022 9:39 pm
by budd
TarkError wrote: Sun Nov 20, 2022 9:16 pm
The sound wavs themselves go into the Custom folder so that my mod never messes with the original sound files. The game will automatically prioritize any sound in the Custom folder to play over the vanilla ones
Roger that, thank you
Re: Movement and weapons sound mod for FPC:CW
Posted: Sun Nov 20, 2022 11:15 pm
by WildCatNL
TarkError wrote: Sun Nov 20, 2022 5:08 pm
I was messing around with the sound used by wheeled AFVs, armcar.wav. In the default game there's only armcar.wav. I tried putting additional files named armcar1.wav to armcar6.wav in the custom folder and the game does pick up the additional sounds! Now, I don't know if the game picks up every single sound from 1 to 6 to play (or, for tank guns, does tank gun11.wav play as the base game already has ten tank gun sounds?), but it's a start for further investigation.
As such, I've applied the same pattern to the other movement sounds, plus the ATGMs and SAMs too.
In comparison, the game code only uses HvyArtyStrike1.wav for any artillery fire 105mm or over--the game will not seek out a HvyArtyStrike2.wav to play.
Updated the mod again this morning with an additional SAM firing sound, one tank gun sound, and two additional ATGM sounds.
The game will identify all numbered .wav files. And randomly pick one of them to play, each time a certain .wav file should be played. For example, when armcar.wav needs to be played, the game will pick any armcar .wav file from armcar1.wav, armcar2.wav, ... armcar99.wav, also including armcar.wav.
It should do this consistently for all movement and weapon sounds.
For some of the animations, it is stuck to single numbered .wav file name (bomb1.wav, HvyArtyStrike1.wav, LtArtyStrike1.wav). You can work around that by naming your variants such that they always included that "1": bomb1.wav, bomb11.wav, bomb12.wav.
Even after we sort out the naming for these variants, the game will be picking up the bomb11.wav, LtArtyStrike11.wav, so that's a future proof strategy.
Thanks for your mod,
William
Re: Movement and weapons sound mod for FPC:CW
Posted: Sun Nov 20, 2022 11:19 pm
by TarkError
Thanks for the support William, I'll experiment adding new artillery strike sounds and then push a new version out
Re: Movement and weapons sound mod for FPC:CW
Posted: Mon Nov 21, 2022 7:38 am
by TarkError
Updated with varied heavy and medium artillery strike sounds, revisions on the tank gun sounds, an additional autocannon sound (RARDEN 30mm from World in Conflict), and a fleshing-out of the med gun series sounds (which AFAIK are only used by SPG-9s so far--would love to see them used by the BMP-1's 73mm gun in the database)
Re: Movement and weapons sound mod for FPC:CW
Posted: Mon Nov 21, 2022 1:04 pm
by CapnDarwin
I'll see if I can make the data adjustment for the 73mm. I have a few items that need correction. Not sure if it will make the first update or the January update at this point. My guess is the latter.
Re: Movement and weapons sound mod for FPC:CW
Posted: Thu Jan 12, 2023 11:16 pm
by Art_Ozols
Very cool
Thank you, TarkError