Total War: WARHAMMER III

Total War: WARHAMMER III

Better Sound Levels Mod v7.3
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Update: 6 Jun, 2023 @ 11:57pm

Version 4.0 (variant X-1)*

-Now pushing (and possibly reaching) the limits of what is possible (within the limitations and flaws of this sound engine, and without access to the sound files), made lots of little changes to the XML code of the sound settings script. These changes alter how "focus" and "spotlight" and various "obstruction" parameters affect audio, in an attempt to better alter and control volume levels in the middle of a melee.
-Adjusted the "defocus" behavior so that, theoretically, the entities in close FOV are amplified in volume for their "spotlight" flagged sounds (which are dominant detailed sounds, like melee impacts).
-Introduced a large "obstruction" value for various annoyingly loud vocals groups, such as the "pain" sound events -- the screaming that occurs when an entity suffer HP loss. When a group of entities suffer damage, this vocal can become overwhelming. With a high obstruction value, it seems to greatly lessen the magnified loudness that can occur when hundreds of these sounds are playing at once.
-Various other minor adjustments to the properties of many sounds.

Update: 3 Jun, 2023 @ 2:18am

Version 3.9

-Adjusted the small melee sounds to be louder, and more easily heard, which is finally about where it should be.
-Reduced the volume of the "pain" vocals so that they are not overwhelmingly loud.

Update: 2 Jun, 2023 @ 1:43am

Version 3.8

-Altered the minor melee impact profile so that the minor melee impacts are easier to hear.
-Various minor adjustments to volume levels.
-Removed the "focus" flag from the "smaller" vocals, so as to prevent them from being too loud when the POV was centered on the unit ("focus" is now used only for the small "detail" sounds, as this makes the most sense here).

Update: 29 May, 2023 @ 3:37am

Version 3.7

-Worthy of its own update: got rid of the annoying "treeman" idle "screaming" and horse "whinnies" on the campaign map. These were very loud and unnecessary noise pollution.

Update: 29 May, 2023 @ 1:56am

Version 3.6

-Various refinements and adjustments to sound levels.
-Reduced the "treeman" footstep sounds to sound less like an AT-AT, but still remains loud.
-Adjusted the giant / cygor footsteps sounds and made the stomp sound louder than the walk sounds.
-Improved the Exhalted Bloodletter's flaming sword sound.

Update: 29 May, 2023 @ 1:52am

Premature update, see next.

Update: 28 May, 2023 @ 3:31am

Version 3.5*

-Greatly improved the handling of almost all sound effects in battle, to better prevent most of the sound drop out issues, and to (yet again) make the melee sounds more easily heard.
-Improved the "detailed" sounds so that they also can be more easily heard.
-Adjusted projectile sounds so that they can be heard when even when they are not in view of the camera.
-Heavily revised which sounds can be "focused" on, to be only a select few types of profiles, now only the smallest sounds (because this makes more sense -- the smallest sounds will now only be heard when you are looking fight at (focused on) the entity.
-Removed the background bird loop sounds from desert battles. Now in desert battles you will heard sand and wind, not constant birds chattering (you may still hear birds around any trees in the desert, and this is fine).

Update: 26 May, 2023 @ 5:30pm

Version 3.4

-More properly set the (mod created) sound profiles of about 100+ melee sound effects (these were sounds that I set early in the mod's creation, but now since then, I had created better and more appropriate profiles). What does this mean? It means those melee sounds should sound better, rather than being treated like the (mod created) profiles used for the "detail" sounds (these are sounds used for the fine detailed sounds, like the audio equivalent of looking at something in a microscope, while the (mod created) "melee impact" profiles are more for loud hits and bangs).
-Edited the sound properties of the (mod created) "melee impact" sound profiles so that the sound carries better over distance, but drops off quickly at max distance - this also better differentiates them from the (mod created) "details" sound profiles.

Update: 26 May, 2023 @ 3:43pm

Version 3.3a

-Minor improvement, but worthy of its own push. The high level "static wind" (the wind you hear when you zoom to the highest strategic view of the campaign map) has now been obstructed, to make better match the sound level of the lower zoom campaign map (rather than being much louder). This seems like a simple improvement, but it goes a long way to allowing you to turn your gaming volume level higher.

Update: 26 May, 2023 @ 6:21am

Version 3.3

-Made a few corrections to some settings from the Version 3.2 update.
-Various minor adjustments.