Audio design in Command

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

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$trummer
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Joined: Sat Jul 27, 2013 8:55 am

Audio design in Command

Post by $trummer »

I suspect that audio might be a WIP -- hence the fact that it defaults to OFF -- but I'm curious re. why we only hear external sounds. In submarines, for example we hear weapon launches, distant explosions, etc. Wouldn't it be a good idea to hear a torpedo (friendly or enemy) going active, ditto various active countermeasures and sonobouys? I would have thought that a LOT more internal audio would add greatly to immersion and also enhance the player's SA; I will turn and run a lot faster when I hear a hostile fish going active rather than merely seeing the contact or noticing the text alert. Are audio enhancements in the works, or is it moddable?
MaB1708
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RE: Audio design in Command

Post by MaB1708 »

It seems in addition that the last build has removed explosion sounds for bombs. Missiles gave explosions, bombs - in air op tutorial - do no more.
Apart from that little observation from last night: +1, $trummer, but very low on my list.
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chemkid
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RE: Audio design in Command

Post by chemkid »

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ruixilyy
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RE: Audio design in Command

Post by ruixilyy »

i would recommend the developers add some nice sound/voice effects like the old Harpoon series. 'Vampire, vampire' really increases the tension during the game.
You should fire when ready!
MitchRapp
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Joined: Tue Sep 24, 2013 4:34 pm

RE: Audio design in Command

Post by MitchRapp »

Really nice idea ruixilyy. I hope they add this to the game.
Been gaming for over 55 years and will die while playing.
mr_quarantaine
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RE: Audio design in Command

Post by mr_quarantaine »

I can do without explosions, ship diesel sounds, weapon releases, howling winds etc.
I would welcome some distinct warning beeps for new contacts, inbound missiles and such, that would be useful if you have to leave your console for a minute once in a while ;-)
$trummer
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RE: Audio design in Command

Post by $trummer »

ORIGINAL: mr_quarantaine

I can do without explosions, ship diesel sounds, weapon releases, howling winds etc.
I would welcome some distinct warning beeps for new contacts, inbound missiles and such, that would be useful if you have to leave your console for a minute once in a while ;-)
My feelings exactly, I'd like tactical audio, not ambient audio. I love Command but I'm curious why, in a game with very little eye-candy, audio appears to have been an afterthought, at best. It's as though these sound-effect drops are placeholders. The devs seem to have steered clear of this thread; would any of you care to comment?
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wodin
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RE: Audio design in Command

Post by wodin »

The problem with voices is that you soon ge fed up with them repeating themselves..
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Primarchx
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RE: Audio design in Command

Post by Primarchx »

I'm going to start using this ... http://www.youtube.com/watch?v=LleeMp9aJH8
kaburke61
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Joined: Wed Sep 25, 2013 12:34 pm

RE: Audio design in Command

Post by kaburke61 »

ORIGINAL: mr_quarantaine

I can do without explosions, ship diesel sounds, weapon releases, howling winds etc.
I would welcome some distinct warning beeps for new contacts, inbound missiles and such, that would be useful if you have to leave your console for a minute once in a while ;-)

+1 to the optional warning tones for new contacts/missles/etc...
$trummer
Posts: 237
Joined: Sat Jul 27, 2013 8:55 am

RE: Audio design in Command

Post by $trummer »

ORIGINAL: Primarchx

I'm going to start using this ... http://www.youtube.com/watch?v=LleeMp9aJH8
Ha, possibly better than nothing! Would wear thin fast though, huh?
Fishbed
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Location: Beijing, China - Paris, France

RE: Audio design in Command

Post by Fishbed »

Someone please just recycle Fleet Command's sounds and radio chatter and make us talkative CMNAO an option!

"Track 1232 identified as hostile air!"
"Taking track 1232, can do out!"
"Missile away track 1232!"
"Splash track 1232!"
"I had it, ejecting!"

I just need that sort of adrenaline when vampires are zeroing on a task force... But I can agree that all this chatter can become old very quickly.

We can't have the 3D, but let's have the noise and the fury!
$trummer
Posts: 237
Joined: Sat Jul 27, 2013 8:55 am

RE: Audio design in Command

Post by $trummer »

+1
ORIGINAL: Fishbed

Someone please just recycle Fleet Command's sounds and radio chatter and make us talkative CMNAO an option!

"Track 1232 identified as hostile air!"
"Taking track 1232, can do out!"
"Missile away track 1232!"
"Splash track 1232!"
"I had it, ejecting!"

I just need that sort of adrenaline when vampires are zeroing on a task force... But I can agree that all this chatter can become old very quickly.

We can't have the 3D, but let's have the noise and the fury!
Fishbed
Posts: 1822
Joined: Mon Nov 21, 2005 1:52 am
Location: Beijing, China - Paris, France

RE: Audio design in Command

Post by Fishbed »

In the meantime, here's a little something as a background music to play with your media player when running CMANO, and that will bring some memories to a few of us. No sounds of AIM-54 shooting through the skies or hordes of vampires getting taken down by a fiery Aegis cruiser yet, but still, it puts in the mood [;)]
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FleetCommandAegMus6.zip
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SilentHunter
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Location: United States

RE: Audio design in Command

Post by SilentHunter »

Here's what I'm using. tm.asp?m=3421906
K 19
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RE: Audio design in Command

Post by K 19 »

I have to agree- more sounds, especially alerts, would be a welcomed addition. The game is too quiet as it is now. And having the ability to turn these sounds on and off individually would be great.
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Dide
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Location: Italy

RE: Audio design in Command

Post by Dide »

Yes "Vampire,Vampire,Vampire" again
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