Hi guys,
My name is Pantera and I am a Sound Designer. I have been interested in this line of work since the tender age of 15 and have always been experimenting with sounds and games.
Anyway, I have long wanted to make my own Sound Mod for a WW2 game (i had previously made Sound Mods for Modern Games that i did not release publically) and I wanted Ro2 to be my first WW2 Sound Mod.
I have already started recording some sounds and have begun playing around etc. My mod aims to replace ALL of the ingame sounds (Multiplayer) by its 1.0- release. I am aiming to make it loud, dirty and with a good subwoofer - make your neighbours complain - as well as keeping it realistic.
I have never made a mod on the UE3 engine, so i wanted to know what are the guidlines for creating a Sound Mod? In specific are there any bit-rate restrictions as well as bit-depth restrictions (from minimum to maximum if possible) or any other restrictions that affect sounds.
Im not too worried about the coding aspect of things but a small guidline on coding for UE3 would be appreciated (we all gotta learn somewhere).
Aside from that I look forward to sharing my work with you in the future
Pantera.
Ps. Why doesnt anyone like the sound guys? countless guides out there all for modelling and texturing but no sound stuff. WHERE IS THE LOVE!?
My name is Pantera and I am a Sound Designer. I have been interested in this line of work since the tender age of 15 and have always been experimenting with sounds and games.
Anyway, I have long wanted to make my own Sound Mod for a WW2 game (i had previously made Sound Mods for Modern Games that i did not release publically) and I wanted Ro2 to be my first WW2 Sound Mod.
I have already started recording some sounds and have begun playing around etc. My mod aims to replace ALL of the ingame sounds (Multiplayer) by its 1.0- release. I am aiming to make it loud, dirty and with a good subwoofer - make your neighbours complain - as well as keeping it realistic.
I have never made a mod on the UE3 engine, so i wanted to know what are the guidlines for creating a Sound Mod? In specific are there any bit-rate restrictions as well as bit-depth restrictions (from minimum to maximum if possible) or any other restrictions that affect sounds.
Im not too worried about the coding aspect of things but a small guidline on coding for UE3 would be appreciated (we all gotta learn somewhere).
Aside from that I look forward to sharing my work with you in the future
Pantera.
Ps. Why doesnt anyone like the sound guys? countless guides out there all for modelling and texturing but no sound stuff. WHERE IS THE LOVE!?
Last edited: