Total War: WARHAMMER III

Total War: WARHAMMER III

Better Sound Levels Mod v7.4
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Actualización: 13 JUN 2023 a las 11:32

Version 4.2

-Improved various vocal loudness levels, primarily made some large monsters louder, and some of the largest entities a bit quieter.
-Improved the volume of magic "bombardments" so that they are not as loud as they were before.
-Significantly improved melee sounds, selectively boosting in volume some of the most commonly used and quietest sounds. Some had to be increased above and beyond the sound profile levels that were normal for those types of sounds, probably because the source sound sample is too quiet.

Actualización: 13 JUN 2023 a las 1:14

Version 4.1

Taking a little more time to carefully update now (the sledge hammer has been put away, now scalpel)...

-Many small changes and adjustments to sound volume levels.
-Improved the volume of several magic sounds, by adding new sound profiles just for magic.
-Further improved the volume of melee sounds.
-Fine tune adjustments to the melee sound profiles (most common melee sounds should now be more easily heard).
-Many other small tweaks to the sound settings XML script/code. This change has helped make the overall "focus" (units in view) sound a bit quieter in battle, allowing you to turn up the volume louder!

Actualización: 6 JUN 2023 a las 23:57

Version 4.0 (variant X-1)*

-Now pushing (and possibly reaching) the limits of what is possible (within the limitations and flaws of this sound engine, and without access to the sound files), made lots of little changes to the XML code of the sound settings script. These changes alter how "focus" and "spotlight" and various "obstruction" parameters affect audio, in an attempt to better alter and control volume levels in the middle of a melee.
-Adjusted the "defocus" behavior so that, theoretically, the entities in close FOV are amplified in volume for their "spotlight" flagged sounds (which are dominant detailed sounds, like melee impacts).
-Introduced a large "obstruction" value for various annoyingly loud vocals groups, such as the "pain" sound events -- the screaming that occurs when an entity suffer HP loss. When a group of entities suffer damage, this vocal can become overwhelming. With a high obstruction value, it seems to greatly lessen the magnified loudness that can occur when hundreds of these sounds are playing at once.
-Various other minor adjustments to the properties of many sounds.

Actualización: 3 JUN 2023 a las 2:18

Version 3.9

-Adjusted the small melee sounds to be louder, and more easily heard, which is finally about where it should be.
-Reduced the volume of the "pain" vocals so that they are not overwhelmingly loud.

Actualización: 2 JUN 2023 a las 1:43

Version 3.8

-Altered the minor melee impact profile so that the minor melee impacts are easier to hear.
-Various minor adjustments to volume levels.
-Removed the "focus" flag from the "smaller" vocals, so as to prevent them from being too loud when the POV was centered on the unit ("focus" is now used only for the small "detail" sounds, as this makes the most sense here).

Actualización: 29 MAY 2023 a las 3:37

Version 3.7

-Worthy of its own update: got rid of the annoying "treeman" idle "screaming" and horse "whinnies" on the campaign map. These were very loud and unnecessary noise pollution.

Actualización: 29 MAY 2023 a las 1:56

Version 3.6

-Various refinements and adjustments to sound levels.
-Reduced the "treeman" footstep sounds to sound less like an AT-AT, but still remains loud.
-Adjusted the giant / cygor footsteps sounds and made the stomp sound louder than the walk sounds.
-Improved the Exhalted Bloodletter's flaming sword sound.

Actualización: 29 MAY 2023 a las 1:52

Premature update, see next.

Actualización: 28 MAY 2023 a las 3:31

Version 3.5*

-Greatly improved the handling of almost all sound effects in battle, to better prevent most of the sound drop out issues, and to (yet again) make the melee sounds more easily heard.
-Improved the "detailed" sounds so that they also can be more easily heard.
-Adjusted projectile sounds so that they can be heard when even when they are not in view of the camera.
-Heavily revised which sounds can be "focused" on, to be only a select few types of profiles, now only the smallest sounds (because this makes more sense -- the smallest sounds will now only be heard when you are looking fight at (focused on) the entity.
-Removed the background bird loop sounds from desert battles. Now in desert battles you will heard sand and wind, not constant birds chattering (you may still hear birds around any trees in the desert, and this is fine).

Actualización: 26 MAY 2023 a las 17:30

Version 3.4

-More properly set the (mod created) sound profiles of about 100+ melee sound effects (these were sounds that I set early in the mod's creation, but now since then, I had created better and more appropriate profiles). What does this mean? It means those melee sounds should sound better, rather than being treated like the (mod created) profiles used for the "detail" sounds (these are sounds used for the fine detailed sounds, like the audio equivalent of looking at something in a microscope, while the (mod created) "melee impact" profiles are more for loud hits and bangs).
-Edited the sound properties of the (mod created) "melee impact" sound profiles so that the sound carries better over distance, but drops off quickly at max distance - this also better differentiates them from the (mod created) "details" sound profiles.