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Good mod, but I'll stick with the vanilla sounds. They just feel right.
A quick example of a sound pack that has functioning falloff is this one https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=258927227&searchtext= and while I haven't spoken to the creator of it, I wouldn't assume a specific effort was required to create/code a falloff for each included sound. I could be wrong, but I'm really thinking it's just something to do with how Unreal is treating your sounds, whether due to the file types or something else.
For the different sounds, the pistol shot is perfect, the machine gun could be brought up to meet that volume and the shotgun's volume still causes full sound cancellation when it's going off (it's all you can hear) which wouldn't be as bad if we got to the bottom of the falloff issue. But I can't hear the pistol a foot away if a shotgun goes off 20 meters away.
The new flesh sounds are awesome, the grenade pin-pull (that's been there since pre-update) is flawless, the new missile launcher sound is great. The vision of this full overhaul is amazing and I'm hoping the falloff problem finds solution. But even if not, the volume levels editing is still helping.
There are some kinks to be worked out, though. The main flaw to me is that the sounds don't match their respective distances. I'm assuming the sounds used for the .uax file were too loud, causing every shot fired to sound as though it's right in your face, whether the npc firing the gun be 10 feet away, 30 meters away or actually in your face: same volume.
Some firing sounds seem more fitting to the guns than others. The new pistol firing seems much more powerful than the pistol itself looks and has a wind breaking aftersound that seems fitting only to a shot made outside or in a big open space. Most of the others are pretty cool though. Keep it up.