Cabido's Sounds Mod (Full Version)

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Cabido -> Cabido's Sounds Mod (9/10/2018 11:46:03 PM)

I've set up a sound mod with some sounds downloaded from the internet, mixed with the original Toaw's sound.
The original sounds are short, stop abruptly and are too clean, engendering a studio like feeling. The sounds on this mod are more "dirty" (multiple sounds mixed with eco an noise) and longer, which causes some mix up with following sounds, generating an interesting caotic effect, more proper of a war environment.


http://toawstuff.000webhostapp.com




gwgardner -> RE: Cabido's Sounds Mod (9/12/2018 3:55:02 PM)

Installed. I'll give it a try in my next game. Thanks for your efforts to improve the experience.




Cabido -> RE: Cabido's Sounds Mod (9/12/2018 7:34:26 PM)

You're welcome. Post your impressions. There is always room for improvement and this was a lot less painful to do than the graphics mod.




gwgardner -> RE: Cabido's Sounds Mod (9/13/2018 7:43:09 PM)

The sounds of marching are rather soft and muted. Perhaps you intended that? I also note that in the 'great war' scenario I'm playing, the infantry and cavalry march sounds are the same.




sPzAbt653 -> RE: Cabido's Sounds Mod (9/13/2018 9:59:04 PM)

truck1 is also a little low on the volume and can barely be heard, while explosion1-4 are loud and make me feel like I should turn the sound down. Still love them, just giving some feedback.




Cabido -> RE: Cabido's Sounds Mod (9/13/2018 10:00:51 PM)

Sounds of marching, trucks, cavalry and railway transportation had their levels reduced in fact (marching a bit more than others), since I think that the combat sounds, mainly explosions, should have a greater impact, and those should be more subtle. Yet, it is always difficult to evaluate the perception of others without feedback. If you think they are just too soft, tell me and I'll try to increase the levels a bit. I won't put them on the same level of the combat sounds though, since this difference was intentional.

Regarding the scenario you are playing, it is difficult to evaluate why it happens this way. In fact, I don't know what is the condition for the game to trigger the cavalry sounds. I was unable to see them played in scenarios with cavalry nato symbols or scenarios with lots of horse teams in units. Perhaps the game will only play them when the unit is exclusively composed of horse teams. I don't know. Anyway, the sounds are there, but I have no control over the triggers for these sounds, I just replaced the originals.




Cabido -> RE: Cabido's Sounds Mod (9/13/2018 10:01:46 PM)


quote:

ORIGINAL: sPzAbt653

truck1 is also a little low on the volume and can barely be heard, while explosion1-4 are loud and make me feel like I should turn the sound down. Still love them, just giving some feedback.


I'll adjust those. I see that the difference has been made to big.




gwgardner -> RE: Cabido's Sounds Mod (9/13/2018 11:40:39 PM)

Combat sounds are excellent, more immersive in my opinion than the default.




Cabido -> RE: Cabido's Sounds Mod (9/14/2018 12:45:26 AM)

I have uploaded a new version of the pack. The sounds have now a subtler difference in levels. I have limited explosions to a maximum of -6/-4 db. Marching, trucks etc have had their levels raised.

Following sPzAbt653 suggestions, I have deleted explosion5 (in fact a little inconsistent with the other explosions) and have changed fire2.

Thanks sPzAbt653 and gwgardner for the feedbacks. It's the only way to get things right. If there is still something wrong, just tell me. I didn't have the time for exhaustive in-game testing.





Rosseau -> RE: Cabido's Sounds Mod (9/14/2018 12:59:34 AM)

Thank you for this. With all the scenarios, this is a creative way to mod one of the most moddable games in history ;)

Actually, thought I knew stuff, but where do you put your sound folder/files?

Thanks again




Cabido -> RE: Cabido's Sounds Mod (9/14/2018 7:18:38 PM)

There is a Toaw folder in your Documents folder with stuff like graphics and sounds. Just backup your original sound folder (to be able to revert the to the original sounds) and substitute the original sound files with those in the pack.




sPzAbt653 -> RE: Cabido's Sounds Mod (9/14/2018 7:42:26 PM)

I got the latest, and truck and explosion seem PERFECT now, thank you ! Excellent work, I plan on adding more in as I play.




fulcrum28 -> RE: Cabido's Sounds Mod (9/15/2018 11:15:38 AM)

thanks! it is a good attempt and looks nice. However, i disagree slightly. Most of attacks are perfrmed by infantry units. Explosions (what seems to be of artillery) for those attacks do not fit too much and i found it too repetitive or monotone. Perhaps adding simply MG42 (machine gun) with soft explosion background could be the right way. But not sure if machinegun sounds are available.




sPzAbt653 -> RE: Cabido's Sounds Mod (9/15/2018 12:55:37 PM)

I think if your attack contains artillery, that you will hear Explosion1-4 in addition to Fire2. I'd have to pay attention to an attack without artillery to be certain.




gwgardner -> RE: Cabido's Sounds Mod (9/15/2018 1:05:27 PM)

I installed the updated sounds, and the marching volume is very good. Thanks.




Cabido -> RE: Cabido's Sounds Mod (9/15/2018 2:26:47 PM)


quote:

ORIGINAL: fulcrum28

thanks! it is a good attempt and looks nice. However, i disagree slightly. Most of attacks are perfrmed by infantry units. Explosions (what seems to be of artillery) for those attacks do not fit too much and i found it too repetitive or monotone. Perhaps adding simply MG42 (machine gun) with soft explosion background could be the right way. But not sure if machinegun sounds are available.


Notice that I didn't touch this aspect. What was explosion in the original, keeps being explosion in this pack. The game triggers an explosion sound if there is combat support by artillery, which is very frequent. I only changed the characteristics of the sound. Most sounds are mixed with others, in order to be less clean (without the studio like character), made them longer and with fade out effects, to prevent abrupt interruption, added some reverberation etc.

As expressed by sPzAbt653, fire2 and explosions are played if there is artillery involved. And, repetitive or not, if there is artillery involved their sounds should in fact be heard. When an infantry/mixed unit attack "multifire hvy" is also triggered. Here you get mixed sounds, but if there is artillery support, you'll get the fire2/explosions combo also. You may be noticing it now because the sounds are longer and because your perception is directed to it, but they were already repetitive. In the real world you would, most of the time, have some firing in the background, but that is represented by the background sounds, if turned on.




sPzAbt653 -> RE: Cabido's Sounds Mod (9/15/2018 4:09:54 PM)

quote:

Most sounds are mixed with others, in order to be less clean

I think it works very well. I started with Explosions, then added Trucks, and have now added Fire. It all sounds very nice, and is impressive. Thanks very much!
I will add in Multifire soon [:)]




sPzAbt653 -> RE: Cabido's Sounds Mod (9/16/2018 6:14:53 AM)

quote:

Perhaps adding simply MG42 (machine gun) with soft explosion background could be the right way.

I swapped Fire1 and Fire2 and I like it, you may like it too. It seems that Fire1 is not used much, but Fire2 is used a lot, and Cabido's Fire1 is very nice [which as I said I switched with Fire2 so now I hear Cabido's Fire1 a lot [:)] ].




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