New Muskets & Air Burst Mod

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Bad0pel
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New Muskets & Air Burst Mod

Post by Bad0pel »

Hey guys! Here is a mod i put together for my own personal enjoyment i figured i'd share with you all. I felt the Musket firing and battles sounded alot like listen to a popcorn machine and started to make long battles seem...erm, and there was a lack of chaos and yelling during these battles. Being a reenactor for some time it just wasn't immersive enough. But thats just a matter of personal opinion, Soooo feel free to use these if ya'd like!

Bad0pel's Immersive Battles
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Davinci
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Re: New Muskets & Air Burst Mod

Post by Davinci »

I'm going to try the first two in the game now, I'm going to postpone on the third one, that one is quite huge in size.
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EDIT Post:
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Hmm, I'm not a sound expert when it comes to musket fire, but this doesn't sound right to Me!

I think that the musket fire resembles artillery fire at a distance.

Hopefully, someone else can offer better input here!

davinci
Last edited by Davinci on Thu Apr 03, 2014 6:08 am, edited 1 time in total.
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Bad0pel
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Re: New Muskets & Air Burst Mod

Post by Bad0pel »

Battle3 sound is roughly 2mins 18seconds and is the sound which adds the hollering of men to the field. they all play rather nicely together in the heat of the action. Tried adding hollering and screams to the first two but when in game it was abit overwhelming so i decided to just go with one of them instead. Thanks
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Davinci
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Re: New Muskets & Air Burst Mod

Post by Davinci »

OK, I hate to say something bad about another Modders work; we really do need a lot more Modders on this site. So Welcome aboard!

I think that the problem is that the default sounds which is quite low, seems to give the impression that there are a lot of men firing at the same time.

Your sounds seem to present that there are a few men firing which doesn't sound right!

Is there any way to remake it so that there appears to be more shooting from a lot of the men at the same time?

davinci
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Bad0pel
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Re: New Muskets & Air Burst Mod

Post by Bad0pel »

Absolutely i'll redo these to make a better variation of sounds, but seeing as how limited i am with the sounds available in the base folder i only have NSD_Battle_1,_2,_3 to work with. i actually now want to redo these adding more "snaps" and "whizz" if ya catch my drift and add more muskets to them (But looking at the animations not one regiment is firing in volley but at fire at will) And seeing how intense the battle actually was, volley firing and line formation volleys didn't happen much. If anything it was more a mass of regiments, divisions, brigades just firing at will and advancing or defending given the situation, so i'm sure the whole of the battle was just rattled with musket fire. If only i knew how to expand the amount of sounds SOWG allows to play during these fights, i'm sure i could expand on it. I'm not good at coding and what not to code how many .wavs play for a certain action, but i have a studio to make & mix sfx's with which i do for most sound mods i have made. Again this was what i felt made it a little more intense and what i felt sounded to be a battle (receiving and giving) that made it immersive to what I've experienced in reenactments. Stay tuned for another version then i say, i will re-work this mod and thank you very much for a actual input! Cheers!
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Davinci
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Re: New Muskets & Air Burst Mod

Post by Davinci »

The default game uses three files that you are aware of.

I'm sure that you can add more as long as you have defined them in the games csv files.

If you haven't already done so, download the SDK which will have the Logistics folder inside of it.

If you were adding a fourth Infantry-Musket sound effect, it would go something like this:

I'm guessing here, but this should work!

sfx.csv Scroll down until you see the heading of ,,,INFANTRY SOUNDS,,,,,
Then add the following line below to that section of the sfx file.

,,INFANTRY SOUNDS,,,,,
Inf Fire 4,SFX_Inf_Fire_4,Ci_NSDBattle4.wav,50,1000,1,0,0

Then, you would add that sound in the unitglobal.csv file in the Q Column .

Next, you would name the sound that you made as the fourth sound to Ci_NSDBattle4.wav and place it into a Sounds Folder that you created.

I would think that that should work.

davinci
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Bad0pel
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Re: New Muskets & Air Burst Mod

Post by Bad0pel »

Davinci, you devil you, i'm going to look into this more in-depth, thank you for the heads up! So consider this a beta in the early! i have much ideas and this opened up a few extra doors. :laugh: Cheers!
Last edited by Bad0pel on Fri Apr 04, 2014 10:22 am, edited 1 time in total.
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Davinci
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Re: New Muskets & Air Burst Mod

Post by Davinci »

@BadOpel - Hey, have you thought of combining multiple files into a single file to create the sounds?

This is a very quick example of combining sounds Ci_NSDBattle1 and Ci_NSDBattle2 and naming it Ci_NSDBattle1

These don't sound very good, but hopefully gives you another idea to work with.

davinci
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SoundEdits.rar
(1.23 MiB) Downloaded 4 times
Last edited by Davinci on Mon Apr 07, 2014 3:08 am, edited 1 time in total.
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Davinci
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Re: New Muskets & Air Burst Mod

Post by Davinci »

This one might sound a little bit better.

It has some of the background noise of the default sounds plus the individual sounds similar to yours.

Also - I added a fourth sound file as the instructions posted above, so that does work!

davinci
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SoundEdits2.rar
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Davinci
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Re: New Muskets & Air Burst Mod

Post by Davinci »

@ All,

Hey, I was playing around with the sfx.csv file and came across adjusting the min \ max distance for the artillery pieces.

You can be roughly five miles away from the action and still hear the blast from the guns. There doesn't seem to be any FPS loss from this.

The unit circled in yellow is marching towards the battle and the sound of the artillery-guns can still be heard.

This doesn't work too well for the sound of the muskets, as they tend to drown out the artillery sounds.
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davinci
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