Sound Modding

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Aikmofobi
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Re: Sound Modding

Postby Aikmofobi » Wed 12 Nov 2014 20:48

The raw sounds of ingame SFX are all in 44.1kHz 16 bit .wav format, at least the vast majority is.

You could send or talk to me about proposed changes. I'll have a look and if it's doable it just might get implemented into the retail game.
Glad to see there is still interest in the audio department.

Oddball
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Re: Sound Modding

Postby Oddball » Wed 19 Nov 2014 22:36

Lately I've been playing with ideas to enhance the sound of the game. I like the sound improvements that they've made to infantry firefights (I forgot if they did this in ALB or RD,) but the universal 'pop' for every small arm in the game leaves the battlefield sounding a little bland. But I also know that with the sheer amount of units available in the game, trying to get sounds for all of them might very well be a considerable task. So I have settled on the idea of a Bluefor rifle sound (what we currently have in-game,) Bluefor LMG (I've made sound files of FN Minimi bursts,) Redfor rifle (I based it on an AK74 single shot,) and Redfor LMG (RPK 74 burst.)

Having not fired the weapons myself, I have no way to measure the quality or authenticity. I do hope Eugen considers something like this, though. The addition of three more sound effects for infantry firefights would give us 300% more variety.

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The W:AB Noob
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Re: Sound Modding

Postby The W:AB Noob » Thu 20 Nov 2014 04:19

Oddball wrote:Lately I've been playing with ideas to enhance the sound of the game. I like the sound improvements that they've made to infantry firefights (I forgot if they did this in ALB or RD,) but the universal 'pop' for every small arm in the game leaves the battlefield sounding a little bland. But I also know that with the sheer amount of units available in the game, trying to get sounds for all of them might very well be a considerable task. So I have settled on the idea of a Bluefor rifle sound (what we currently have in-game,) Bluefor LMG (I've made sound files of FN Minimi bursts,) Redfor rifle (I based it on an AK74 single shot,) and Redfor LMG (RPK 74 burst.)

Having not fired the weapons myself, I have no way to measure the quality or authenticity. I do hope Eugen considers something like this, though. The addition of three more sound effects for infantry firefights would give us 300% more variety.

Unfortunately, we can't add or rerout files to my knowledge. You will have to make do with whatever Eugen made - if there is only 1 sound file for gunfire, that will be the only sound effect possible unless you change NDF_Win.dat.
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Aikmofobi
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Re: Sound Modding

Postby Aikmofobi » Thu 20 Nov 2014 09:43

There are lots of variations on the same theme. ~5 mm and ~7 mm rifles have 4 different samples each, and machine guns in both calibers have 4 unique sounds per rpm ranging from 500 to 1200. All with their own muffled variants.

This was incredibly time consuming and fiddly to put together the first time and it'll be
easier to improve other one off effects such as cannons or explosions.

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The W:AB Noob
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Re: Sound Modding

Postby The W:AB Noob » Fri 21 Nov 2014 02:23

Aikmofobi wrote:There are lots of variations on the same theme. ~5 mm and ~7 mm rifles have 4 different samples each, and machine guns in both calibers have 4 unique sounds per rpm ranging from 500 to 1200. All with their own muffled variants.

This was incredibly time consuming and fiddly to put together the first time and it'll be
easier to improve other one off effects such as cannons or explosions.

At least it's great to know that there are many options.
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Mystic
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Re: Sound Modding

Postby Mystic » Fri 5 Dec 2014 04:54

Has anyone made any progress editing any sounds? Would be nice to know if it is doable.

funky_space
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Re: Sound Modding

Postby funky_space » Sat 19 Nov 2016 10:29


Guggy
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Re: Sound Modding

Postby Guggy » Fri 16 Dec 2016 02:26

Getting static when the queued unit command/voice comes up, currently. I replaced the Acknows for US attack helis, and it plays the default ones I didnt replace but the ones I did replace get static.

Voice files are Mono, right?

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GodofHellfire
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Re: Sound Modding

Postby GodofHellfire » Sat 17 Dec 2016 11:21

Now that we have a decoder could it be possible to mod the soundtracks ?
1 2 3 memes ?

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Re: Sound Modding

Postby Guggy » Sat 17 Dec 2016 22:43

Yep, that should be entirely doable.

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