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Krause's Sound Mod

 
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Krause's Sound Mod - 9/25/2010 9:31:36 PM   
tyrspawn

 

Posts: 34
Joined: 5/30/2010
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I made a mod that replaces all sounds in the game with high quality alternatives. It works for Highway to the Reich, Battles from the Bulge and Conquest of the Aegean.

Download:
v2 - http://www.krauselabs.net/dump/KrauseSoundsv2.zip

Install:
extract to your HTTR/BFTB/COTA directory and over-write files.

Sources:
Steel Panthers World At War
AKD Sound Mod (for Combat Mission Shock Force)
Audacity

Changelog:
v2: Normalized all AT and artillery sounds. Reduced delay between these sounds firing.
v1: Replace all sounds with new high fidelity alternatives

< Message edited by tyrspawn -- 3/17/2012 9:35:04 AM >
Post #: 1
RE: Krause's Sound Mod - 9/27/2010 1:17:50 AM   
Arjuna


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From: Canberra, Australia
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Yes sounds are played one ata time per thread. However, we can have up to four sound threads running simultaneously. So in theory, you cna hve four different sound running at once.

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(in reply to tyrspawn)
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RE: Krause's Sound Mod - 9/27/2010 6:32:09 AM   
tyrspawn

 

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Understood, thanks for the info. 

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RE: Krause's Sound Mod - 9/27/2010 11:41:51 AM   
Seydlitz69


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I just tried it. Awesome. For me it adds a lot of immersion. Great improvement

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RE: Krause's Sound Mod - 9/27/2010 1:01:54 PM   
Rbug

 

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tyrspawn:

Thanks for the excellent mod and all your hard work.

Bob

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RE: Krause's Sound Mod - 9/27/2010 1:45:00 PM   
sharper


Posts: 271
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Great! thanks for all your efforts

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All the best
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RE: Krause's Sound Mod - 9/27/2010 7:34:39 PM   
gabeeg


Posts: 244
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Wow, what a difference.  Much more immersive and appealing....thank you.   Looking forward to version 2!

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RE: Krause's Sound Mod - 9/27/2010 10:11:27 PM   
tyrspawn

 

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Before I release v2, can you guys think of anything that should be added or changed?

Right now I have removed empty space on canon and explosion sounds.

I may consider normalizing the sounds.


< Message edited by tyrspawn -- 9/27/2010 10:13:37 PM >

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Post #: 8
RE: Krause's Sound Mod - 9/28/2010 8:45:55 AM   
Seydlitz69


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Is a background sound possible? I mean something like in CM or CMSF.

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RE: Krause's Sound Mod - 9/28/2010 9:45:38 AM   
tyrspawn

 

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Nope unfortunately - I can't script new sound events, as far as I know. It's the first thing I tried to add!

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Post #: 10
RE: Krause's Sound Mod - 9/28/2010 6:41:18 PM   
GBS

 

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quote:

ORIGINAL: tyrspawn

Before I release v2, can you guys think of anything that should be added or changed?

Right now I have removed empty space on canon and explosion sounds.

I may consider normalizing the sounds.




An observation - the artillery sounds fantastic but, the sound comes on the first salvo and the followon salvos are silent.

Perhaps thats what you did when you removed empty space as mentioned above.

< Message edited by GBS -- 9/28/2010 7:25:01 PM >

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Post #: 11
RE: Krause's Sound Mod - 9/28/2010 7:20:09 PM   
wodin


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quote:

ORIGINAL: tyrspawn

Nope unfortunately - I can't script new sound events, as far as I know. It's the first thing I tried to add!



Shame, imagine at zoomed out level you hear a very dull thudding sound and the wind...the more you zoomed in the louder and clearer the sound got...also if you zoomed in on moving tanks you hear that, zoom in on a battle then you hear that....and so on....

Sound is so important to atmosphere....a horror movie with the sound off isn't scary at all.....it's all about sound over visual even in films...

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Post #: 12
RE: Krause's Sound Mod - 9/29/2010 5:53:54 AM   
tyrspawn

 

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Yes exactly, it will only fire one artillery sound at a time, and my artillery sounds were 8-9 seconds, 75% of which was just the sound dying out. In v2 the dying out, low volume rumble of the arty is gone so you can hear individual explosions more clearly.

edit:

v2 uploaded.

< Message edited by tyrspawn -- 9/29/2010 7:37:56 AM >

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Post #: 13
RE: Krause's Sound Mod - 9/29/2010 3:39:39 PM   
GBS

 

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V2 is better. Very nice job. It is an improvement. Thanks.

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Post #: 14
RE: Krause's Sound Mod - 9/29/2010 5:26:04 PM   
Seydlitz69


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Great job! Your Mod adds so much to BftB

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Post #: 15
RE: Krause's Sound Mod - 11/4/2010 3:13:30 PM   
Wiggum


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From: Germany
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Great Sound Mod, so much better then the original ones ! 
Im currently using it with the Demo but it works fine.

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Post #: 16
RE: Krause's Sound Mod - 11/10/2010 6:17:21 AM   
tyrspawn

 

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It works with all of the games. ^_^

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Post #: 17
RE: Krause's Sound Mod - 11/12/2010 8:50:56 PM   
OlegHasky

 

Posts: 149
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From: Hamburg
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A kind of diversion but nothing special..

Usualy user made sound mods blowing away.. taking the game to another level.
This one ..just dont.

Original BFTB/COTA game sounds are reflecting precise sound geometric matrix.
This one is haotic.

( just a drop in to the ocean of human orgasms.. )

credit for the initiative anyway..

< Message edited by OlegHasky -- 11/12/2010 8:54:20 PM >


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Time Elapsed.

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RE: Krause's Sound Mod - 11/16/2010 6:28:11 AM   
Agent S


Posts: 1303
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From: Melbourne, Australia
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Nice work here Tyrspawn,
thankyou



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Post #: 19
RE: Krause's Sound Mod - 11/16/2010 6:20:35 PM   
gabeeg


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quote:

ORIGINAL: OlegHasky

Original BFTB/COTA game sounds are reflecting precise sound geometric matrix.
This one is haotic.




Are you kidding me? I am pretty sure some of the rifle sounds in the original BFTB were recorded off of a TV western. Each too there own...but your comments seem a bit over the top...

(in reply to OlegHasky)
Post #: 20
RE: Krause's Sound Mod - 11/16/2010 9:02:59 PM   
OlegHasky

 

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From: Hamburg
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quote:

I am pretty sure some of the rifle sounds in the original BFTB were recorded off of a TV western


gabeeg Its not about the quality of the sounds, but about geometric/technical adjustment to human brain perception.
Matrix possesed mastery in the technique of affecting the brain with geometrics.. at any plain.
Hard to beat that..
pure crystal shaped symbols - from the sound plane, trough graphical, till the very engine background.
symbols that fits the entrance of the brain as a key to the lock

(You dont see them ever very kean to change those basis, even when it means to sacrifise the liquidness of the game. There are some things that they will never Touch.. -They know the value of its sharped form. Its matematicly calculated)

..I am welcoming arjuna to officialy deny it

< Message edited by OlegHasky -- 11/16/2010 9:08:40 PM >


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Time Elapsed.

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Post #: 21
RE: Krause's Sound Mod - 11/17/2010 8:14:46 AM   
Seydlitz69


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Joined: 10/18/2009
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quote:

ORIGINAL: OlegHasky

quote:

I am pretty sure some of the rifle sounds in the original BFTB were recorded off of a TV western


gabeeg Its not about the quality of the sounds, but about geometric/technical adjustment to human brain perception.
Matrix possesed mastery in the technique of affecting the brain with geometrics.. at any plain.
Hard to beat that..
pure crystal shaped symbols - from the sound plane, trough graphical, till the very engine background.
symbols that fits the entrance of the brain as a key to the lock

(You dont see them ever very kean to change those basis, even when it means to sacrifise the liquidness of the game. There are some things that they will never Touch.. -They know the value of its sharped form. Its matematicly calculated)

..I am welcoming arjuna to officialy deny it


Here we go.

(in reply to OlegHasky)
Post #: 22
RE: Krause's Sound Mod - 11/17/2010 9:34:34 AM   
Agent S


Posts: 1303
Joined: 9/21/2007
From: Melbourne, Australia
Status: offline
OMG Oleg; you're taking the piss...

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Post #: 23
RE: Krause's Sound Mod - 11/17/2010 10:45:16 AM   
DanO

 

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Joined: 4/4/2010
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quote:

ORIGINAL: OlegHasky
( just a drop in to the ocean of human orgasms.. )



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Post #: 24
RE: Krause's Sound Mod - 12/30/2010 12:01:42 AM   
pvthudson01


Posts: 416
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From: Chicago
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quote:

Hard to beat that..
pure crystal shaped symbols - from the sound plane, trough graphical, till the very engine background.
symbols that fits the entrance of the brain as a key to the lock


WHAAAAAAT??????

Ill have what he's having. No idea what you just said..but ok!

(in reply to DanO)
Post #: 25
RE: Krause's Sound Mod - 1/3/2011 12:11:57 PM   
stian


Posts: 99
Joined: 10/16/2001
From: Oslo, Norway
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Audiophile "rants" aside... this is a great addition and really does add a lot more immersion that the default pretty "tame" sounds. Some might prefer the old ones though, and sometimes I disable sounds and listen to music instead over long sessions :)

Thanks for the work!

(in reply to pvthudson01)
Post #: 26
RE: Krause's Sound Mod - 1/14/2011 7:59:29 PM   
Marshal Villars


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This sound mod takes the game to a whole new level. AWESOME! :)

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Post #: 27
RE: Krause's Sound Mod - 1/20/2011 11:14:32 PM   
tyrspawn

 

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Joined: 5/30/2010
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The main impediment to improving this sound mod is that the game doesn't have different sounds for allied and axis weapons, they all share a common folder. Quite limiting. 

(in reply to Marshal Villars)
Post #: 28
RE: Krause's Sound Mod - 3/17/2012 9:34:42 AM   
tyrspawn

 

Posts: 34
Joined: 5/30/2010
Status: offline
bump

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Post #: 29
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