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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!?
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![]() "The Sound Guy"
Last edited by P|anterA; 09-03-2011 at 12:32 PM. |
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