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Sounds are East Front - 5/11/2000 10:10:00 AM   
TatePDS

 

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I am concerned that Bill would choose a fight he is not smart on.... Sound 0Movement0 from East Front and sound 15 from W@W are the same... Col Tate [This message has been edited by TatePDS (edited 05-11-2000).]

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Col. Tate
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- 5/11/2000 1:27:00 PM   
Harry

 

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There are also sounds from CM.... :-)

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- 5/11/2000 1:45:00 PM   
Bondy

 

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"Sound 0Movement0 from East Front and sound 15 from W@W are the same..." Fortunately the game (WAW) is much better

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- 5/12/2000 6:42:00 AM   
Wild Bill

 

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I checked with our sound men and found that some of the sounds are purchased from some Sound Specialist Company. Others are our own. It is not that rare to get repeated sounds in a game. But I think you would agree that some, in fact, quite a few, are different. Wild Bill ------------------ Wild Bill Wilder Coordinator, Scenario Design Matrix Games

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Wild Bill Wilder
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- 5/21/2000 2:04:00 AM   
Wittmann44

 

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I recognized many of the sounds are 'captured' from Saving Private Ryan, in particular the sounds of the 20mm flak (German), the Thompson SMG (American, British), the K98 rifles (German), the MG34 and MG42, and the sound of armored vehicles being destroyed (sounds exactly like the scene where 1SGT Horvath puts a bazooka round in the back of the Marder II, explodes and screeches to a halt). Since I am such a fan of SPR, and have it on DVD, this certainly adds a little more excitement to the battle. Way to go!

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- 5/21/2000 2:22:00 AM   
Desert Fox

 

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From: Ohio, that is all I can say.
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quote:

Originally posted by Wittmann44: I recognized many of the sounds are 'captured' from Saving Private Ryan...
Well, you have to ask yourself, where did SPR get their sounds? I doubt they made them all theirselves, but its still a good movie.

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- 5/21/2000 3:54:00 AM   
JimY

 

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I like the sounds except for two of them. One is the "that's too close to me" artillery and plane bombardment noise. The other is the tank destroyed noise that sounds like glass breaking. I love the movement sounds and gunfire sounds.

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- 5/21/2000 4:16:00 AM   
Mike Wood


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Hello... I know that the two new tank ricochet sounds and the sound made when a mine is hit are original. I made them both up by modifying the "click" sound a whole lot. I don't know where the rest of the sounds came from. Some one asked why we have a lot of duplicate sound files in the game. It is because I programmed the game to randomnly choose one of 3 to 6 sounds for each sound effect. This comes to hundreds of sounds. The sound folk are hard at work, even as we speak, producing new sounds to flesh out all the sound file possibilities. These new sounds will be released, once they have enough of them. Bye... Michael Wood, Matrix Games

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- 5/22/2000 1:08:00 AM   
sjuncal

 

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From: VA
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quote:

Originally posted by Desert Fox: Well, you have to ask yourself, where did SPR get their sounds? I doubt they made them all theirselves, but its still a good movie.
Actually I would be surprised if 99% of them aren't totally original. Movies use "folley" houses who tend to make most of their sounds on the spot while snycing with portions of the move. They also do nice expensive things like hiring people/companies that have the actual thing they want to record... In SPR that might mean a weapons expert with a collection of working WWII era weapons... making recordings of actual WWII era vehicles or as close as they can get to them. Using stock sound effects libraries doesn't work very well in movies, simply because the camera's focus changes constantly, so the sounds have to change dynamically as well. That means making multiple recordings of the same sound source, from multiple angles, distances, and in multiple situations.

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- 5/22/2000 1:17:00 AM   
sjuncal

 

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From: VA
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quote:

Originally posted by Mike Wood: Hello... Some one asked why we have a lot of duplicate sound files in the game. It is because I programmed the game to randomnly choose one of 3 to 6 sounds for each sound effect. This comes to hundreds of sounds.
Wouldn't it have been a better idea to put a simple check into the random sound code to default to the standard sound if one of the 3 or 4 variations doesn't exist? I mean looking at the 180+ meg sound directory it looks like a good 60 to 80 megs of the download was identical sound files... Especially considering they're the least compressable of all the files. Moot point now but a simple error handler like "if no 1001.wav exists then play 1000.wav" would have saved everyone some time space and bandwidth

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- 5/22/2000 9:09:00 PM   
Larry Holt

 

Posts: 1969
Joined: 3/31/2000
From: Atlanta, GA 30068
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quote:

Originally posted by JimY: I like the sounds except for two of them. One is the "that's too close to me" artillery and plane bombardment noise. The other is the tank destroyed noise that sounds like glass breaking. I love the movement sounds and gunfire sounds.
I find that "breaking glass" sound kind of annoying/strange too. Also could the arty barrage sounds be fixed to cut off when the barrage does? They run on for several seconds after the rounds have finised firing, at least on the 'fast artillery' setting. ------------------ An old soldier but not yet a faded one.

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