I'll start from basics how Sound Modding works:ĭevs uploading project files on Github, you downloading it, opening it in FMOD Studio(Sound Engine) and seeing the bunch of sound names divided by different categories,from now on, you can only replace sounds inside sound events (which are basically sound containers that work within game engine) ![]() Since then, you may notice how sound design has changed, Gaijin has been consistently simplifying the sound patch by patch, so the whole "sound picture" looked samey and common. ![]() ![]() Now you can distinguish what type of tank is hiding behind the wall. The issues many players know is only tip of the iceberg, sound modders that working with War Thunder's audio knowing a lot of limitations and compromises that they're facing throughout the development of their sound mods.Īll these years I tried to push a lot of changes and new features to current sound design, one of them are different engine sounds for ally/enemy tanks (previously it was just 3 sounds divided by engine category - small, medium, heavy). ![]() Hello, I'm writing this as a creator of the sound mod called "Epic Thunder", for many years we've been addressing many issues with sound mainly contacting through Gaijin's Github - this is the only channel to contact with Dev (basically single dev in charge of the whole current sound in-game).Īs time passes by, many new sounds got introduced, but also many standardized and therefore went under "one samey style", so players couldn't tell the difference between one sound and another (roughly speaking). TLDR: Sound Modders are facing extreme amount of compromises after a lot of sound updates, and sometimes even break neat features, I made comprehensive suggestion list to address many issues to improve vanilla sound design and sound modder's work.
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