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ANZACSAS Steven

Symphony of War 2

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Symphony Of War 2 Sound Mod For Armed Assault 2 by ANZACSAS Steve and Ron.

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Hi All,

My brother and i have been working on our Soundmod that was released for Arma1 the last year or so and thought we would release a WIP version for ppl to play with over the Christmas Break.

The mod changes the the sounds for most weapons, Explosions,Sonic Cracks ,air vehicles and also few changes to Land vehicle sounds.

My experience with sound engineering and a few years of modding Bis games have allowed me to add a few nice little tricks to the mod by way of Improved Combat Ambience and immersion.

All Feedback is welcome.:)

Keep in mind,

Some Sounds will change in the future.This is a preveiw version for the holidays.:)

Some vids showing some close and distant battles would be great if anyone has the time and the know-how.:)

Merry Christmas and/or Happy Holidays to everyone.

ANZACSAS Ron and Steve.

The link -

http://www.mediafire.com/file/xx1m6gkjyic1962/@SoW2_AO.rar

- Thanks goes to BIS,BIS community and Fish 55 for all the help and hard work put in over the years.

- Move the @SoW2_AO folder to

your Arma2 directory and add -mod=@SoW2_AO to your Arma2 command line.

- Using some type of launcher is recommended.

- Configured, Engineered and Produced by ANZACSAS Steve.

- Co-Produced and Beta tested by ANZACSAS Ron.

- We would also like to thank Redrumer,Nef,Sgt.Spoetnik and Musk.

- Crank it up !! :)

Version 1.54 Required

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had a quick bash as i loved your symphony of war mod for arma 1.

just some few constructive criticism's, first off the ah-64d sound lovely rotors and all but we are missing an explosion sound for m230, blackhawk needs a tiny bit more pitch to the rotors aswell as the gatling guns, a10 also needs a tiny bit more whine/whistling. Also i found with an m1a1 that the explosions off the shells sound terrific but i have fired and heard nothing aswell so maybe a config fix there :). still testing out the weapons but so far so good, keep up the amazing work steve.

Also this is a w.i.p and i understand that, just hoping that it puts you on the right track!

Regards

Weedman

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Thanx Armaholic.:)

@Weedman,

Thanx for your feedback.I will look into these issues.I have found the defualt arma2 groundhit sounds dont work for some ammo.I am unsure if i wil be able to fix a gamebug but i will try.:)

It makes me very happy that you liked (and remembered) the arma1 SoW mod.:)

Thanks again m8.

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thanx) very interesting job)

I have found the defualt arma2 groundhit sounds dont work for some ammo
wrong/ try something like this

		
	soundHit1[] = {"xx", 1.962278, 2.100000, 2400};
	soundHit2[] = {"xx", 1.962278, 2.000000, 2400};
	soundHit3[] = {"xx", 1.962278, 2.000000, 2400};
	soundHit4[] = {"xx", 1.962278, 2.000000, 2400};
	soundHit5[] = {"xx", 1.962278, 2.100000, 2400};	

	hitGroundSoft[] = {"soundHit1", 0.200000, "soundHit2", 0.200000, "soundHit3", 0.200000, "soundHit4", 0.200000, "soundHit5", 0.200000}; 
	hitGroundHard[] = {"soundHit1", 0.200000, "soundHit2", 0.200000, "soundHit3", 0.200000, "soundHit4", 0.200000, "soundHit5", 0.200000}; 
	hitMan[] = {"soundHit1", 0.200000, "soundHit2", 0.200000, "soundHit3", 0.200000, "soundHit4", 0.200000, "soundHit5", 0.200000}; 
	hitArmor[] = {"soundHit1", 0.200000, "soundHit2", 0.200000, "soundHit3", 0.200000, "soundHit4", 0.200000, "soundHit5", 0.200000}; 
	hitIron[] = {"soundHit1", 0.200000, "soundHit2", 0.200000, "soundHit3", 0.200000, "soundHit4", 0.200000, "soundHit5", 0.200000}; 
	hitBuilding[] = {"soundHit1", 0.200000, "soundHit2", 0.200000, "soundHit3", 0.200000, "soundHit4", 0.200000, "soundHit5", 0.200000}; 
	hitFoliage[] = {"soundHit1", 0.200000, "soundHit2", 0.200000, "soundHit3", 0.200000, "soundHit4", 0.200000, "soundHit5", 0.200000}; 
	hitWood[] = {"soundHit1", 0.200000, "soundHit2", 0.200000, "soundHit3", 0.200000, "soundHit4", 0.200000, "soundHit5", 0.200000}; 
	hitGlass[] = {"soundHit1", 0.200000, "soundHit2", 0.200000, "soundHit3", 0.200000, "soundHit4", 0.200000, "soundHit5", 0.200000}; 
	hitGlassArmored[] = {"soundHit1", 0.200000, "soundHit2", 0.200000, "soundHit3", 0.200000, "soundHit4", 0.200000, "soundHit5", 0.200000}; 
	hitConcrete[] = {"soundHit1", 0.200000, "soundHit2", 0.200000, "soundHit3", 0.200000, "soundHit4", 0.200000, "soundHit5", 0.200000}; 
	hitDefault[] = {"soundHit1", 0.200000, "soundHit2", 0.200000, "soundHit3", 0.200000, "soundHit4", 0.200000, "soundHit5", 0.200000}; 
	hitMetal[] = {"soundHit1", 0.200000, "soundHit2", 0.200000, "soundHit3", 0.200000, "soundHit4", 0.200000, "soundHit5", 0.200000}; 
	hitMetalplate[] = {"soundHit1", 0.200000, "soundHit2", 0.200000, "soundHit3", 0.200000, "soundHit4", 0.200000, "soundHit5", 0.200000};

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@Nikita320106,

Thanks for the feedback and i will be doing some further testing with the cfg ammo section.

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@Uziyahu--IDF,

I know very little about making vids from games.I dont have the time atm to work that stuff out unfortunatly.

I would really appreciate it if someone that knows how to do the vid stuff could make a quik battle vid and post it up here.:):)

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I'll have a video up if you like... give me 24 hours, I used this on our sunday operation over the top of ACEX_SM and a custom collection I have. The sound of enemy MGs (pkms etc) sound amazing, really know when one of those is firing at you!

Can't say I'm a fan of the M249 sound op, other than that it was brill.

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Youtube videos are the usual form of showcasing soundmods, but there's no reason for that.

You could just upload lower quality versions of select sounds to any website where people could easily stream them.

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Also OP, is it possible you could make this soundmod MODULAR? It allows people to mix/match elements with other sound mods, I know a few people who are are looking for this functionality too.

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Like me.

Because well, AK sounds suck. So I would just delete them and use JSRS' instead. But now I can't without damaging the cfg...

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Atm i dont have the time to make the mod modular.

I also dont fully agree with the modular concept.

Mixing the mod as an entire production is the better way to do things aswell as not relying on many ppl making correct sounds /mix and cfg.

Ak sounds will be changed in the next update.I am not a big fan of the AK sounds myself

but the sounds are from an AK47 from real footage.

Quite a few of the sounds are made from real footage so i thought i would go with that flow of things and see what others thought .:)

Steve.

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Youtube videos are the usual form of showcasing soundmods, but there's no reason for that.

You could just upload lower quality versions of select sounds to any website where people could easily stream them.

That's what I was thinking too, about a website with sounds... my quick and dirty way is just to unpack all the .pbos and go through the .wss files. There's quick ways to test guns in the editor, using weapon selector scripts, but no really quick way of testing vehicles.

But keep up the good work Steve, one can never have too many sound mods to pick from.

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Hi dudes,

Just thought i would let ppl know that SoW2 is still under development.I have been busy with other mods and rl since new year and hopefully can get an update out soonish.

This next version will be version 1.0 .It will contain some reworked and and some all new sounds.Also there is a few more weapons that have been done in the upcoming version.

Also, somebody has mentioned that they can make some videos to help display the mods development.

Talk to ya's soon.

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Heya all,

Here's a short vid made to specificly display the close to distant sound transition in the sound mod that we are still developing.A couple of sounds have changed and and few weapons have been done that were missed in the preview version.Also some remixed explosion sounds and some tweaks to the mix here and there.

Anyway have a listen to this display and please post any feedback.:)

The vid was made by EDcase.Thanks heaps m8,Excellent idea for the vid.:)

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Cool idea. Love that all you guys come up with effects that we havent really seen yet (or heared in this case). The distance effect seem to work pretty well.

How does it work if objects such as hills/buildings are in between the sound source and the player? Does the muffling still affect this or is it a lowering of volume?

Keep up the good work. Eager to test this. :)

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@Alex72,

The disantce effect comes into play even more when there is objects and hills around blocking/muffling the sound.

The preview version is available,see first post.The distance effects are present in the preview version.This new version has some new/remixed sounds and more weapons included.

Heres another quik vid courtesy of vid maker EDcase.:)

Edited by ANZACSAS Steven

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Also OP, is it possible you could make this soundmod MODULAR? It allows people to mix/match elements with other sound mods, I know a few people who are are looking for this functionality too.

I also think that this is VERY important and makes mods a lot more user friendly!

if someone has already like 2 or 3 favourites from different soundmods, you have a rather small chance that he is going to loose them and switch to your (already very good ;) ) mod.

but if you make it modular you can just add or remove those sounds

So as a conclusion: making this mod modular will guarantee you more users!

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I also think that this is VERY important and makes mods a lot more user friendly!

<snip>

Agreed. Its the only thing stopping me from using this mod. I'd suggest you contact Kju and take a look at the MST (Modular Sound Template). You can get that on Devheaven.

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