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Sound Mod

P|anterA

FNG / Fresh Meat
Sep 3, 2011
13
2
0
London
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!? :)
 
Last edited:
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P|anterA

FNG / Fresh Meat
Sep 3, 2011
13
2
0
London
Yes I will record what i can live, others i will "create" either via sound foley or some synth work ;)

Here on one of my videos i show how to turn a kick drum into an areoplane propellar:

Sound Test - YouTube

Its just like in the song "One" by Swedish House Mafia, except mine is better :D
 

P|anterA

FNG / Fresh Meat
Sep 3, 2011
13
2
0
London
any news OP?
Yes,

Been busy with recording sounds and designing the ones i couldnt record

Moving onto next stage for the mod: Testing it ingame.

Now, has anyone have any clue how i can do that :p I have never modded Unreal before and it all seems a bit confusing, could find no useful tutorials online.

:IS2: Work goes on though, spicing up the sounds a bit with careful EQ, lets just say that if you have a good audio system (subwoof and all) you will feel the kick of the KAR or Mosin ;)
 

Cwivey

FNG / Fresh Meat
Sep 14, 2011
2,963
118
0
In the hills! (of England)
I'm guessin' you've packed the sounds using the SDK right? If so, you could try simply copying them over and replacing the old audio packages. Then find a nice empty server and a few freinds with the mod to help you test them out. ^^
 

P|anterA

FNG / Fresh Meat
Sep 3, 2011
13
2
0
London
No i havent packed them yet since i have a fair few to finish up, i havent used the SDK much at all, are there any guides to packing sounds and coding?

Maybe i should just do trial and error and learn the hard way :p