The sound in my opinion is MUCH improved. Music and everything. Also, the way the game displays group information is so much better. I actually think Sea Hag could be a bit of a downgrade.
The sound in my opinion is MUCH improved. Music and everything. Also, the way the game displays group information is so much better. I actually think Sea Hag could be a bit of a downgrade.
Absolutely, but I wish there was still some in-game volume control. I was playing for all of 45 seconds before I had to disable the music, and I'm waiting for that first incoming vampire alert to blow my speakers out! ;)
The one think I will miss is that Sea Hag allowed me to have an ambient sound loop going during game play, that could be randomized in play order. I had a some long play tracks of CIC and/or operations centers that I used with CMANO. I can probably do the same by simply re-naming the tracks "Track01", "Track02" etc and placing them in the music folder or by playing them outside of CMO with Windows Media player. With that said, the ability to add sounds to events was one of the features I liked with SeaHag. It would be nice if CNO had that funcionality.
One other thing-Thanks Sluggy for your work on Sea Hag. It really did add a lot to CMANO.
< Message edited by CV60 -- 11/15/2019 3:09:16 PM >
The one think I will miss is that Sea Hag allowed me to have an ambient sound loop going during game play, that could be randomized in play order. I had a some long play tracks of CIC and/or operations centers that I used with CMANO. I can probably do the same by simply re-naming the tracks "Track01", "Track02" etc and placing them in the music folder or by playing them outside of CMO with Windows Media player. With that said, the ability to add sounds to events was one of the features I liked with SeaHag. It would be nice if CNO had that funcionality.
One other thing-Thanks Sluggy for your work on Sea Hag. It really did add a lot to CMANO.
+1
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Joined: 12/18/2014 From: Brooklyn, NY Status: offline
Hey guys, the sound improvements are one of my passion projects and I fully intend to expand on them in the future.
With regards to randomised chatter or ambient noise we had some rather mixed feedback in beta testing on this. Of course it can be added as an option but that in itself adds development hours.
If this is important for your experience in game please let us know specifically which sound effects you'd like on randomised loop and also vote on the CMO feature request thread.
I know, developing the game-engine is more important but i would love to hear a unit reporting if you choose it. E.g. "[generated voice of unit name] reporting" underlaid with the corresponding sound of unit type. (airjet, airprop, helicopter, submarine central, sound of a flying cruise missile...) The sound of the unit type should remain in a loop if the unit stays choosen. Btw, there should be options for volume levels of music and sound effects.
Just bought "Radio Commander" for this kind of immersion and i think i'm not alone with these wishes. if I think of something else, I write in here. Thanks.
Hey guys, the sound improvements are one of my passion projects and I fully intend to expand on them in the future.
With regards to randomised chatter or ambient noise we had some rather mixed feedback in beta testing on this. Of course it can be added as an option but that in itself adds development hours.
If this is important for your experience in game please let us know specifically which sound effects you'd like on randomised loop and also vote on the CMO feature request thread.
Honestly, I think having the ambient sound of whatever you have selected would go a long way, and probably be minimal effort. 4 sounds, Air, Sea, Land, and Subsurface. Just a low hum that represents the platform, like they do in dangerous waters.
You could make it an option (Turn Ambient platform noises on/off) and with only 4 sound files, not much in the way of having to develop a bunch of sounds.
Why not just trigger the right environment loop when choosing a unit? For example, if a uboot is selected, a sound loop of the control room remains. Or just a loop of the fitting engine sound of the selected unit.
< Message edited by Marder -- 11/20/2019 6:13:50 AM >
Why not just trigger the right environment loop when choosing a unit? For example, if a uboot is selected, a sound loop of the control room remains. Or just a loop of the fitting engine sound of the selected unit.
I know, developing the game-engine is more important but i would love to hear a unit reporting if you choose it. E.g. "[generated voice of unit name] reporting" underlaid with the corresponding sound of unit type. (airjet, airprop, helicopter, submarine central, sound of a flying cruise missile...) The sound of the unit type should remain in a loop if the unit stays choosen. Btw, there should be options for volume levels of music and sound effects.
Just bought "Radio Commander" for this kind of immersion and i think i'm not alone with these wishes. if I think of something else, I write in here. Thanks.
I agree with this. But, to be useful, there has to be a volume control to differentiate music, voice and ambient sound. It would also allow us to tune for various speaker or headphone setups - they are definitely not all created equal.
Posts: 269
Joined: 12/30/2002 From: Charleston, SC USA Status: offline
Just a curious question, has anyone been able to replicate the old Harpoon II/III/ANW voice notification audio and place in SeaHag?
I always enjoyed how that was implemented back in the day, "Alpha Bravo, this is Alpha Sierra - new surface contact". Best I remember, those sounds were imbedded into the game and not separate wav files.
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Slick ----------------------------- "Life's tough, it's tougher if you're stupid." -John Wayne
Just a curious question, has anyone been able to replicate the old Harpoon II/III/ANW voice notification audio and place in SeaHag?
I always enjoyed how that was implemented back in the day, "Alpha Bravo, this is Alpha Sierra - new surface contact". Best I remember, those sounds were imbedded into the game and not separate wav files.
In CMANO, I had a lot of issues getting seahag to work, so I just replaced the new contact and new missile sounds with a voice I bought online (and can make it say whatever) then I spliced the new contact sound along with the voice. Here's an example of my "New Contact" sound. I like it better than just a ping.
I suggested they add text to speech in the poll, so we can just use that instead of relying on seahag.
In CMANO, I had a lot of issues getting seahag to work, so I just replaced the new contact and new missile sounds with a voice I bought online (and can make it say whatever) then I spliced the new contact sound along with the voice. Here's an example of my "New Contact" sound. I like it better than just a ping.
I suggested they add text to speech in the poll, so we can just use that instead of relying on seahag.
I downloaded this and listened to it. I LOVED it. Will be my "New Contact" sound here out.
In CMANO, I had a lot of issues getting seahag to work, so I just replaced the new contact and new missile sounds with a voice I bought online (and can make it say whatever) then I spliced the new contact sound along with the voice. Here's an example of my "New Contact" sound. I like it better than just a ping.
I suggested they add text to speech in the poll, so we can just use that instead of relying on seahag.
I downloaded this and listened to it. I LOVED it. Will be my "New Contact" sound here out.
Awesome! Let me know if you want the new missile contact as well, or if you want me to make a custom sound with that voice. I'd be happy to do it.