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High Quality Sound 2.0 SHOCK FORCE


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https://www.dropbox.com/s/7ffryzzrnn0w9cz/HQS%202.0.rar

Newest version of my mods, revised or completely changed was about 90% of sounds - was created for the "black sea" and are not actually have much in common with the previous version.

the most important changes:

1 new and much better sound for light weapons (akm, m4, dshk etc.) But also for air guns and cannon

2 voice for Americans - very emotional, for a total of 375 sounds (unfortunately still all use "black sea")

3 new ambient sounds (two additional as optional)

4 soldier movement (I've added the effects of clothing, strong breath while crawling, new sound equipment)

5 new sounds traction for wheeled vehicles and new sound for Bradley

6 tons of new penetration, ricochets and explosions, hits the ground and metal Colapse buildings, new engine shutdown, reload

7 new music

8 and lots of fixes and improvements (eg ShellCasings etc.).

I hope some of you will test it, share your comments, ideas - only then publish mods to "GreenAsJade"

of course I'm sorry for my "English" ;)

- immodestly write that it all came out really great;)

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I hope some of you will test it, share your comments, ideas

I like the quality and variety of these. I played at least half of the files, which put me in the mood to fire up the game - always a good sign.

I have a couple questions. I noticed that at least two of the files (maybe some others, but didn't go back and confirm) are the same audio, but different names (20mm and 30mm aircraft cannon files). Is this because it's the only way to have a file accessed by two different calls? Or is that an oversight?

Also, the Stryker vehicle file sounds like it is clipping (like mike too close, input too high). Am I just hearing the texture in the file wrong or is it actually clipped? Everything else sounds of such high quality, so I give you the benefit of the doubt, but maybe again a possible oversight.

Thanks for this!

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so are the different types of support. there is a bug, I gave two of the same sounds for 20mm (f15) and 30mmm guns (a10) - m4 is also incorrect (I forgot that I tested different sound, which turned out to be worse)

"Also, the Stryker vehicle file sounds like it is clipping (like mike too close, input too high)."

I have to check it out;)

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Thanks waclaw. I fired up the sounds briefly last PM in CMSF. Music intro is inviting. Sounds in game... there is a lot to evaluate but the 1st highlight impression on my speakers Z-5500 in 6-channel direct mode... is more intense ricochets, metallic sounds in infantry vs vehicle fights. A good improvement. Will try new upload later today and respond.

Thanks.

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Good job waclaw.

Loaded Faith and Strength Urban battle and your High Quality Sound 2.0 SHOCK FORCE is very immersive :) I need to try two additional optional ambient sounds but your "stock" new ambient sounds are great. A very nice sound mod.

Thanks.

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I finally got to play through a CMSF Task Force Thunder scenario with your mod on turn-based. I went through a couple of Replays switching between stock sounds and your sounds, and really enjoyed the variety and quality of yours. No doubt I will keep your mod in the z folder!

I do still notice what to me sounds like clipping in the Stryker movement sound, but only if I listen closely. Also, a couple of things I never noticed in vanilla which may well have been there, but I was never scrutinizing as much as I am with yours:

1. while "hiding" infantry whisper, but then scream about tanks at the top of their lungs and then go back to whispering. Is that behavior from vanilla?

2. there is a lot of sudden starts/restarts of sounds when moving the camera in proximity to vehicles (tanks and APCs I noticed as the sound would abruptly cut and then restart). I assume this must also be a vanilla phenomenon which I never noticed before.

Thanks for all your effort on this. I also like the background sounds you put together so much that I turned them into all of the "music" files, so that's what I hear in the menus and mission screens. Really nice stuff.

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Rangoon

1 you're right - now fix - now infantry normally screaming ;)

2 I added the sound of a dirty ground under the wheels of Stryker, perhaps this is what you mean? (From a distance you can hear mostly vehicle engine, and close to the sound of the wheels and the ground, and the various sounds of metal / equipment)

3 is a game engine problem (eg, shock force has no sound of wind) - often mutes the sounds of vehicles - then turn off and turn on the sound - unfortunately helps for a short time - it's also a problem CMBN and CMRT

buzz / Kendar - cool that you like ;) - I doubt that anyone else playing CMSF ;)

ps.

- Currently working on ambient light (insects, birds, rustling leaves in the wind and a little bit of shooting)

- Improves the sound for NSVT, rpk

- I'll add a sound optional for bmp, t72

- Added new original sound for the guns oh58 kiowa

- Added new effects for missiles (engine noises and whistling rockets)

besides, I'm doing a speech sound of the Russian / Ukrainian infantry for "black sea"

and one more thing, if anyone had any ideas are willing to do it - for example, I thought to do a typical urban ambient (car noise - the different sounds of the city) but I do not know if it's a good idea

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"1 you're right - now fix - now infantry normally screaming Re infantry screaming... "

Is there is a new version of your sound mod after the above fix?

Also, I think I prefer CMSF in many ways. Love the longer ranges, larger maps etc. Looking forward to CMSF2.

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1 you're right - now fix - now infantry normally screaming ;)

I went back to listen again to the original, and they all yell about tanks, too (maybe not as loudly as in your mod, but in most encounters with tanks I expect your mod is a better reflection of reality). In yours, I do hear "armor, on the road" is whispered, but the rest are screamed loudly. There are many generic "contact" whispers. I don't know exactly, but I assume since your mod is strictly (as far as I can tell?) file replacements, you're not in control of the calls to those sounds. So I assume the problem is with the engine, and therefore the engine will call any of those tank contact sounds whether hiding or not. So when hiding you have this odd mix of really mood-setting whispering, mixed in with loud tank contact calls, followed by more whispering. So it's just funny, but if you can't affect the engine calling sounds, then you'd have to make all tank calls whispers for hiding, which would then sound funny when not hiding and then they're whispering about tanks... So I think what you have by adding more whispering for hiding is the best solution, as it does improve the overall mood. Especially since not every encounter (in fact very few) will involve enemy tanks! :)

2 I added the sound of a dirty ground under the wheels of Stryker, perhaps this is what you mean? (From a distance you can hear mostly vehicle engine, and close to the sound of the wheels and the ground, and the various sounds of metal / equipment)

I compare your sound with the original Stryker loop, and I hear how much better yours sounds. More hefty, rich, complex, big sound. However, I do hear the clipping/distortion as being in the engine groan/roar/revving. I hear the dirt/rocks, and other components of the sounds, but in the actual engine sound I hear clipping (sound level hitting the analog or digital limit of the input hardware/converter). If you could isolate the actual engine sound from the rest, I would expect to see flat tops and bottoms to the peaks and valleys of the soundwave. That said, I prefer your sound for its other qualities, and would rather keep it than dump it unless I find over time my ears keep getting drawn to the clipping (I can be weak in my OCD sometimes...time will tell). I'm not often down "in the dirt" listening to the Strykers roll along, so amongst the backdrop of all the other sounds, it gets buried and all the good parts come through more.

3 is a game engine problem (eg, shock force has no sound of wind) - often mutes the sounds of vehicles - then turn off and turn on the sound - unfortunately helps for a short time - it's also a problem CMBN and CMRT

I listened again to the original, and it's definitely there. You move the camera and you hear all the "snaps" in the sound from being abruptly cut off and started again without fade-out/fade-in which makes it so much worse even than if they just stopped and started again cleanly (with micro fades). But that's not your mod...it's the engine for sure. The loops for the engines seem to interrupt with these gaps when you move the camera in various proximities to all the vehicles. Like the engine can't adjust volume on the fly all the time, so it stops the sound and then continues it. Can't think of anything you can do about that without modding the game engine.

Also, I think I prefer CMSF in many ways. Love the longer ranges, larger maps etc. Looking forward to CMSF2.

I agree. I love CMSF. I just keep coming back to it over any of the WWII products (not that they aren't good and fun to play). I would also love a Vietnam era Combat Mission, but CMSF for me is the cream of the crop. I'm also eagerly awaiting CMSF2.

EDIT: Oh, and Waclaw, I wanted to add more praise for your background sound file. I like how distant and subtle some of the specific sounds are, giving even more reach to the vastness of the overall scene. You can hear the groan of an A-10 30mm burst, but just barely. Great variety, and handled with nuance.

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Would this mod work with CMA? If the engine calls specific vehicle and weapon types by name, then if there is an AK-74 sound called, it should just call your mod's sound instead, right? So there may be a lot of clutter files that don't belong because there are (presumably) no American assault rifles or vehicles in CMA (I've only played the first mission of one campaign so far). But if there are calls for a few weapons and all the generic bullet zips, ricochets, etc., and things like that, then it would indeed add something real to the CMA experience, too, right?

Or am I missing some unforseen consequences/concerns?

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EDIT for above (not sure why, but I've lost the link to edit posts - the forum still shows I'm able to edit posts, but physically there is no link for the past few hours to do so?)...

I just saw an enemy in CMA using an M-16 and I realized, OF COURSE, because the US armed the fighters resisting the Soviets. <facepalm> So I guess there would be some American hardware in CMA benefiting from your sound mod. Any reason I can't just throw HSQ 2.0 in my CMA z folder?

EDIT: and suddently my Edit link is back, but only for this post, not the two above. If a moderator cares to, please merge this triple post.

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Erwin

for now I'm waiting for your opinions and suggestions/ideas and information about the bug, and fix it all - publish the finished version on "greenasjade" - max 2 - 3 days

Rangoon,

I'll do a version for the CMA, and I have a request to you, check my 3 new sounds (bmp, t72, stryker)? - Sory it's so short but I'm writing from work and do not have too much time; (

https://www.dropbox.com/s/nv6uixpo66luuxw/BMP%2CT72%2CSTRYKER.rar

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Noticed in a small firefight some grenades were tossed and I didn't hear sounds! Not all but just a few. Will have to check again.

Both background day combat.wavs are good quality. I prefer the primary one for regular battles. The optional loop would be better if the scenario calls for a heavy shelling atmosphere.

All in all very nicely done waclaw. Thanks.

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...publish the finished version on "greenasjade" - max 2 - 3 days

Seems like the CMSF page on greenasjade has been out of service for the past few days. Anyone else having trouble accessing it?

I'll do a version for the CMA

Great! :)

...and I have a request to you, check my 3 new sounds (bmp, t72, stryker)?

I listened to these three files. I think the light track file sounds perfect from a quality standpoint. I can't vouch for authenticity on any of these, but I'm convinced! The light track loop is clean and clear, without being thin or weak.

The medium track sounds pretty good to me, but I hear clipping in the groan of the engine throughout. It comes through, for example, at around 2 seconds into the file if that helps. And if you never touched it from here on out, there is a good chance I'm the only weirdo who would ever hear that or care about it. It just sounds like the engine source file was either recorded too hot, or perhaps the sound spectrum was too much for the input device or converter, or possibly somewhere along the mixing/editing/mastering the combination of that component with the others was too much. But it sounds so specifically affecting the engine/transmission that I think it is not a cumulative phenomenon but specifically that source (either originally or in mastering). For example I don't hear any clipping in the squeaks of the wheels/tracks, nor in the dirt/gravel/rocks kicking around.

The Stryker sound is so much cleaner now. I can tell you minimized a bit the sound of the engine, so either the clipping is covered up (if it's inherent in the original source) or somehow you managed to clean it up! But I like the complexity of the loop the way you have it now, with more of the whine, the wheels, the earth slinging about, etc. I can only detect the slightest trace of distortion in the engine sound at around 16 seconds in. However, when I run a scenario with Strykers, in context, I don't hear that. I don't miss that little bit of "meaty" quality, either. I think the overall mix is very good. Again, having never stood next to a Stryker while it was driving past, I'm not one to judge the autheticity, but it sounds great to me!

Hey, no reason to apologize, Waclaw. We all appreciate all the work you have done on this!

Hear, hear! :)

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Noticed in a small firefight some grenades were tossed and I didn't hear sounds! Not all but just a few. Will have to check again.

I noticed that in "explosions" there is no "explosion h 1" but all other letters go zero, one, two, three, etc. I assume it would just use the vanilla h 1, but offer that observation in case it's helpful.

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thanks guys for the help;) unfortunately sometimes the sounds may "disappear" - the fault of the engine, there is nothing I can do about it - except for the amendments, I did a version for "CMA" (ambient, music, light weapons, air cannon, etc..) - mods works in "CMA" and "shock force"

https://www.dropbox.com/s/ho1h9unn9bc41b3/HQS%202.0%20-%20Shock%20Force%20-%20Afghanistan.rar

installation for "Combat Mission Afghanistan"

1 paste the file "Sound" folder to the - Combat Mission: Afghanistan / Date / Z

2 Unzip the folder "background afghanistan" - paste and replace its contents to a folder Date / Z / Sound / backgound

3 Unzip the folder "music afghanistan" - paste and replace its contents to a folder Date / Z / Sound / music

this is already the final version - for 2/3 days (if anyone reported any ideas / suggestions) I'll give it to "greenasjade"

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This is great to have a version for both CMSF and CMA, thanks Waclaw!

Just out of curiosity, I did open up your file "vehicle loop move heavy track.wav" as an example of a file that sounds much too hot. You can see clearly in the waveform (just expand the first second or so out to whatever level of detail) that the amplitude flattens out at the tops and bottoms for large stretches. So you get that clipping.

Without knowing the source files you're using, I can't suggest where along the process it's happening. But even if I normalize the file where peaks are less than zero db, it won't help because the clipping is already in the file. It would just clip more quietly. ;)

Are you mixing multiple files into one? It seems to me that the engine/trasmission source is either inherently clipped like this or it's being normalized too hot and then mixed too hot with the other files.

I would think you could get the same, heavy, huge sound but without the distortion, unless the original source is already tarnished. There are some cleaning plug-ins that I haven't used in years which can help a file like that, but to do it by hand would be way too much work. Well, then again, maybe not...if it had to be done the files aren't that long. It depends on how pervasive the original file's problem is. To touch up flat peaks dozens of times per second would take a long time, obviously.

I would be glad to help with an effort like this if you want. Just let me know. The only thing is that I have a very busy summer work season which is just about to start ramping up even more. It should have intensified by now, in fact, so I shouldn't even be able to sit here and write this post, but here I am. :)

It could start Monday, or not for another week. As long as I have a little time still, I would be glad to help. That said, if I am the only one listening to this level of detail, and the only one hearing this in the files while I play the game with this mod, then of course leave well enough alone. I don't want to encourage work where work isn't needed. In my humble opinion, it would be worth it, though.

EDIT: I also see it in flames.wav - this extensive clipping throughout the file.

EDIT: and really nice work on the new background files for Afghanistan. They needed to be different from the CMSF ones, of course, and I think what you did is perfect. More sparse, more appropriate reports, etc. Very nice.

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I'm working on sennheiser HD555 and do not hear it about what you write.

write me exactly where the sound files you hear it, and I I'll send the files of which I mix the sounds of engines, traction etc.. maybe you can fix them;)

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I'm working on sennheiser HD555 and do not hear it about what you write.

write me exactly where the sound files you hear it, and I I'll send the files of which I mix the sounds of engines, traction etc.. maybe you can fix them;)

Sure. If you can send them today (I'm Central Daylight Time in the US) I will work on them for sure tomorrow. Let's start with:

flames.wav (is this from just one source file? Or multiple? Either way I will see what you see before the final mastering)

vehicle loop move heavy track.wav

vehicle loop move medium track.wav

These are files in which I not only hear the distortion but also I see it in the waveform (flat/clipped peaks & valleys).

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