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Sound System in PCO

 
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Sound System in PCO - 10/3/2010 10:22:29 AM   
RockinHarry


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Is there an environmental sound layer (NOT 3D environmental audio!) to the game weapon/explosion sounds? I think there would be lots of immersion added, if you notice the difference of sounds, when beeing in the middle of urban, wooded, hilly or wide open terrain. That would just require to have a generic variation of a sound added to the extra environment. File sizes could be limited, by use of compressed formats, like MP3 maybe.

Is infantry squad weapons used altogether at any ranges? In example, at ranges above 3-400m just the squad LMG and below 100m any available sub machine gun added? Is this selectable?

If so, does one hear appropiate sounds play?




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RE: Sound System in PCO - 10/3/2010 11:47:43 AM   
spellir74


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There are 'cannonada' (combat sounds in the distance); and 'winterscape' sounds on that for winter. There are not birds sounds (for summer) or barking dogs or urban congestion sounds.

There is no delay between visual and audio at distance. Ie When you are a kilometer away from a shell hit and see it, you hear that explosion that instant too. Unfortunately I don't know of one game that has a 'distance delay' for sounds. Do the latest naval sims [big distances] even model that? Bad if they don't.)

Regarding MP3. Aren't .oog better than MP3 for games? PzC uses .wavs I believe.

Weapon and squad effectiveness is modeled for ranges. Meaning at greater distance, "firepower" is less effective.

Generally the player just aims the squad's total firepower (abstracted Riflemen, LMG and SMG) at a target. If close range, then very accurate high firepower is applied.

Different squad types --regulars, PzGren, SS SMG, Gebirgs, Fallshirmjg-- have different fire and accuracy potentials at different ranges(and diff morale and etc qualities.) (All unit qualities are all further modified by unit's experience; and medals too in campaigns.) Other than that, the player doesn't pick individual weapons inside the squad.

Note though, Pionier squads have explosive pack choice; GebirgJg squads have a sniper choice; late war squads have Pz Shreck or faust choice; and close assault choice for all when within 25m (which models grenade and etc attacks).

The squad audio triggered is always the same though. At least it was in earlier builds of PzC. (They come a little fast for me to explore all facets.)

< Message edited by spellir74 -- 10/3/2010 11:56:59 AM >

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RE: Sound System in PCO - 10/3/2010 3:38:54 PM   
Mad Russian


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The distances involved in PC don't relate to a sound delay. The farther away they are the less loud they are.

Good Hunting.

MR


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RE: Sound System in PCO - 10/3/2010 4:29:54 PM   
RockinHarry


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Thanks for explaining the fire power system in PC.

I didn´t actually mean the environment sound file that plays along in loops, in most such games.

I meant individual weapon sound variations, dependent upon close environment and at close camera view. Imagine you´re watching a squad (or tank) taking a shot at the enemy. The sound is remarkably different, if the environment is a built up area, a forest, or open terrain. This would be just to add immersion. The sounds are prerecorded with appropiate echo FX added. This is sort of simplified EAX (Environmental Audio Extensions), when watching a unit in locked TAB view. At greater distance from the sound origin, the generic sound just would be played, with the usual dampening of volume.

Off course adding true EAX support, would be the ultimate thing for PC4 maybe.

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RE: Sound System in PCO - 10/3/2010 8:55:16 PM   
gijas17


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I always liked the default sound system in both PC Winter Storm and Kharkov. It could always be improved but as is... its nice. Just as good as in CM BTB imho.

< Message edited by gijas -- 10/3/2010 8:56:17 PM >


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