Total War: WARHAMMER III

Total War: WARHAMMER III

Better Sound Levels Mod v7.3
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Update: 26 May, 2023 @ 5:14am

Version 3.2*

-Greatly improved battle audio by fine tuning and adjusting the audio profiles, so that there should be less sound dropping out during combat.
-Made all melee sounds easier to hear.
-Adjusted the idle unit sounds so that they can be better heard.
-Adjusted various sound profiles to allow them to be played when the camera is not looking at the entity.
-Improve the campaign map sound by adjusting the audio field-of-view to be more focused on the animations in the center of the screen (edges of the screen are still heard but are not as loud - this helps separate the detail of what is in focus apart from everything else on the screen).
-Better adjusted which sounds allow "focus" behavior, and better adjusted the battle audio focus field of view size (what was happening before and in the base game is that the audio FOV is very narrow, so any focus type sound would not play if the unit was not directly in the center of the screen -- units around the edges of the screen were often silent).

Update: 25 May, 2023 @ 6:15am

Version 3.1

-In battles, greatly reduced the frequency of the "tree creak" environmental sounds in the forest, because they were quite absurdly distracting in elven forest maps.
-Added and set a sound profile for around 200 more "detail" type sound effects to make them more easily heard.
-Fine tune adjustments to some sound levels.

Update: 24 May, 2023 @ 5:25pm

Version 3.0*

-Additional improvements to some sound profiles.
-Muted the annoying Rot Fly looping sound on the campaign map, when a lord or hero is assigned the Rot Fly as a mount (for the same reason it was previously done for the Blood Throne).
-Corrected an issue that caused a crash to occur in very specific situations (which seems to be a flaw in the sound engine that I have exposed by accident). It is easy to work around the issue, however.
***NOTE TO FUTURE SELF***
You cannot have a culling_distance_override of 0 if use_limitation_type_override is TRUE.

Update: 23 May, 2023 @ 7:04pm

Version 2.9*

-Streamlined the mod, removing some now redundant data that might have caused some issues with culling.
-Improved culling distances on some sounds.
-Set various properties for different sound profiles to improve the "focus" handling of some sounds (focus is where the engine will prioritize certain sounds over others when the emitter is in view).
-Readjusted and added sound profiles for about 100 sound effects to make them easier to hear.

Update: 22 May, 2023 @ 5:13pm

Version 2.8

-Made some changes that should help the "Little Grom" (gun) from dropping out its audio due to culling (when more than 500 sounds are buffered) as much.
-Added and set a profile for about 100 more sound effects so that they can more more easily heard.

Update: 21 May, 2023 @ 11:59pm

Version 2.7

-Set sound profiles for about 200 more sound effects, to make various Foley and effects (details) easier to hear.

Update: 19 May, 2023 @ 3:07pm

Version 2.6

-More work on the battle environment audio.
***All changed below are in regards to the audio heard in battle, not the campaign map.***
-Increased the time interval between birds, again, because it was still too absurd with the number of birds singing in the forest (even after heavily changing it before).
-Adjusted the non-bird generic wildlife sounds to be more subtle.
-For the love of everything sacred, the cricket! Reduced the cricket (and insects) so it sounds less like it is inside your skull, and more like its a subtle ambiance.
-Made it more obvious to hear the tree "creaking" sounds in forest wind.
-Adjusted rain sounds so that it varies in volume with intensity. (this might need more adjustments)
-Adjusted rain in forest sounds so that tree top height is what determines the height where "tree top rain" is heard. (this might need more adjustments)
-Adjusted settlement sounds, such as wall collapsing, gates opening/closing, debris from objects being destroyed, ladders raising to walls, siege towers docking -- to make the details more easily heard.

Update: 19 May, 2023 @ 5:37am

Version 2.5

-Meticulously assigned a sound profile for each and every vocal effect (1748 voices) that is specific to the entity type and size (larger things have louder voices). You will hear things you haven't heard before, such as snorting, breathing, grunting, roars, screeches, etc.
NOTE: This will need some refinement but it is a huge improvement and a good foundation for fine adjustments (this allows fine tunings to the vocal levels (of each vocal event) to be made).

Update: 19 May, 2023 @ 1:42am

Version 2.4

-Created several more sound profiles, now for projectile based weapons (metadata).
-Fine tuned the volume of many more sounds.
-Muted a few more annoying Lord (agent) mount engine loops on the campaign map.
-Various minor improvements.

Update: 17 May, 2023 @ 8:18pm

Version 2.3a

-Adjusted the "near" and "far" threshold for small, medium, and large gun audio profiles (limiters) to alter how the sound carries over distance a bit better. [These profiles were created by this mod.]