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Audio design in Command

 
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Audio design in Command - 10/3/2013 7:41:36 AM   
$trummer

 

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I suspect that audio might be a WIP -- hence the fact that it defaults to OFF -- but I'm curious re. why we only hear external sounds. In submarines, for example we hear weapon launches, distant explosions, etc. Wouldn't it be a good idea to hear a torpedo (friendly or enemy) going active, ditto various active countermeasures and sonobouys? I would have thought that a LOT more internal audio would add greatly to immersion and also enhance the player's SA; I will turn and run a lot faster when I hear a hostile fish going active rather than merely seeing the contact or noticing the text alert. Are audio enhancements in the works, or is it moddable?
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RE: Audio design in Command - 10/3/2013 7:49:34 AM   
MaB1708

 

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It seems in addition that the last build has removed explosion sounds for bombs. Missiles gave explosions, bombs - in air op tutorial - do no more.
Apart from that little observation from last night: +1, $trummer, but very low on my list.
Regards,
M

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RE: Audio design in Command - 10/3/2013 10:09:44 AM   
chemkid

 

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.

< Message edited by chemkid -- 4/25/2018 7:20:36 AM >

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RE: Audio design in Command - 10/3/2013 1:26:26 PM   
ruixilyy


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i would recommend the developers add some nice sound/voice effects like the old Harpoon series. 'Vampire, vampire' really increases the tension during the game.

< Message edited by ruixilyy -- 10/3/2013 1:27:28 PM >

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RE: Audio design in Command - 10/3/2013 4:32:18 PM   
MitchRapp

 

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Really nice idea ruixilyy. I hope they add this to the game.

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RE: Audio design in Command - 10/4/2013 3:58:56 PM   
mr_quarantaine

 

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I can do without explosions, ship diesel sounds, weapon releases, howling winds etc.
I would welcome some distinct warning beeps for new contacts, inbound missiles and such, that would be useful if you have to leave your console for a minute once in a while ;-)

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RE: Audio design in Command - 10/4/2013 4:20:28 PM   
$trummer

 

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quote:

ORIGINAL: mr_quarantaine

I can do without explosions, ship diesel sounds, weapon releases, howling winds etc.
I would welcome some distinct warning beeps for new contacts, inbound missiles and such, that would be useful if you have to leave your console for a minute once in a while ;-)

My feelings exactly, I'd like tactical audio, not ambient audio. I love Command but I'm curious why, in a game with very little eye-candy, audio appears to have been an afterthought, at best. It's as though these sound-effect drops are placeholders. The devs seem to have steered clear of this thread; would any of you care to comment?

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RE: Audio design in Command - 10/4/2013 4:49:37 PM   
wodin


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The problem with voices is that you soon ge fed up with them repeating themselves..

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RE: Audio design in Command - 10/4/2013 4:52:15 PM   
Primarchx


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I'm going to start using this ... http://www.youtube.com/watch?v=LleeMp9aJH8

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RE: Audio design in Command - 10/4/2013 4:58:22 PM   
kaburke61

 

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quote:

ORIGINAL: mr_quarantaine

I can do without explosions, ship diesel sounds, weapon releases, howling winds etc.
I would welcome some distinct warning beeps for new contacts, inbound missiles and such, that would be useful if you have to leave your console for a minute once in a while ;-)


+1 to the optional warning tones for new contacts/missles/etc...

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Post #: 10
RE: Audio design in Command - 10/4/2013 5:33:28 PM   
$trummer

 

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quote:

ORIGINAL: Primarchx

I'm going to start using this ... http://www.youtube.com/watch?v=LleeMp9aJH8

Ha, possibly better than nothing! Would wear thin fast though, huh?

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Post #: 11
RE: Audio design in Command - 10/4/2013 5:53:06 PM   
Fishbed

 

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Someone please just recycle Fleet Command's sounds and radio chatter and make us talkative CMNAO an option!

"Track 1232 identified as hostile air!"
"Taking track 1232, can do out!"
"Missile away track 1232!"
"Splash track 1232!"
"I had it, ejecting!"

I just need that sort of adrenaline when vampires are zeroing on a task force... But I can agree that all this chatter can become old very quickly.

We can't have the 3D, but let's have the noise and the fury!

< Message edited by Fishbed -- 10/4/2013 5:58:01 PM >


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RE: Audio design in Command - 10/4/2013 6:07:25 PM   
$trummer

 

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+1
quote:

ORIGINAL: Fishbed

Someone please just recycle Fleet Command's sounds and radio chatter and make us talkative CMNAO an option!

"Track 1232 identified as hostile air!"
"Taking track 1232, can do out!"
"Missile away track 1232!"
"Splash track 1232!"
"I had it, ejecting!"

I just need that sort of adrenaline when vampires are zeroing on a task force... But I can agree that all this chatter can become old very quickly.

We can't have the 3D, but let's have the noise and the fury!


(in reply to Fishbed)
Post #: 13
RE: Audio design in Command - 10/4/2013 6:21:26 PM   
Fishbed

 

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In the meantime, here's a little something as a background music to play with your media player when running CMANO, and that will bring some memories to a few of us. No sounds of AIM-54 shooting through the skies or hordes of vampires getting taken down by a fiery Aegis cruiser yet, but still, it puts in the mood

Attachment (1)

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Post #: 14
RE: Audio design in Command - 10/4/2013 10:08:34 PM   
SilentHunter


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Here's what I'm using. http://www.matrixgames.com/forums/tm.asp?m=3421906

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Post #: 15
RE: Audio design in Command - 10/5/2013 2:27:32 AM   
K 19

 

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I have to agree- more sounds, especially alerts, would be a welcomed addition. The game is too quiet as it is now. And having the ability to turn these sounds on and off individually would be great.

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Post #: 16
RE: Audio design in Command - 10/19/2013 1:55:16 PM   
Dide


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Yes "Vampire,Vampire,Vampire" again

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