POSTAL 2

POSTAL 2

Iron Predator's Improved Sound Pack (Beta)
31 Comments
M∆ciek 28 Sep, 2022 @ 5:31am 
Winrar is stupid.
WolFFinE 29 Jul, 2019 @ 3:08pm 
In My personal opinion of course.
WolFFinE 29 Jul, 2019 @ 3:08pm 
And Sniper Rifle firing sound, sound's weird...
WolFFinE 29 Jul, 2019 @ 2:50pm 
Also npc deagle fire sound is so quiet.
WolFFinE 29 Jul, 2019 @ 2:23pm 
Except, rocket launcher, this is best sound mod for Postal 2.
WolFFinE 29 Jul, 2019 @ 2:13pm 
I would love to see version without changed rocket launcher.
76561197988072846 10 Apr, 2016 @ 8:14pm 
By "improve" do you mean "make louder"? I don't care for realistic gun sounds. I just don't want to be deafened by them.
Skeletorso 5 Apr, 2016 @ 1:50pm 
Can we please get a video demonstrating the sounds in action?
[KCRP]KratosBra_YT_TTV[🇰🇿] 1 Apr, 2016 @ 4:47am 
how does this mod which brings this mod?
Iron Predator  [author] 29 Mar, 2016 @ 9:36pm 
Updated again this time its for vanilla postal 2.
B Dawg 18 Mar, 2016 @ 4:24am 
When charging the Rocket Launcher, the Dude's line get's cut off before he gets to finish.
Good mod, but I'll stick with the vanilla sounds. They just feel right.
Iron Predator  [author] 13 Mar, 2016 @ 1:57pm 
Added some sound effects for anyone who have the Paridise Lost expansion. If you don't have it, you don't have to manually reinstall it again.
OutOfMyMind 29 Feb, 2016 @ 9:01am 
Now that they are fixed they sound pretty cool.
Iron Predator  [author] 28 Feb, 2016 @ 1:07pm 
Its updated again. Added more sounds and fixed some of the previous ones.
OutOfMyMind 28 Feb, 2016 @ 2:08am 
Btw, You can make the M16 sound louder again, Just turn it to mono.
OutOfMyMind 28 Feb, 2016 @ 2:07am 
The engine doesn't like stereo, It I found that out the hard way with my custom sound mod, Frickin machine gun sound
Jason Liu 28 Feb, 2016 @ 2:04am 
:gmod:ood
anvi 28 Feb, 2016 @ 2:03am 
I'm glad someone was able to provide a solution.
OutOfMyMind 27 Feb, 2016 @ 8:40pm 
Yeah, it's a bug with the engine.
Iron Predator  [author] 27 Feb, 2016 @ 8:18pm 
oh ok so mono is what gives it the distance effect?
OutOfMyMind 27 Feb, 2016 @ 8:12pm 
I recommend you make the sounds mono instead of stereo, It makes the guns sound WAY too loud like they're being fired right next to you
anvi 27 Feb, 2016 @ 1:01pm 
You need to copy and paste the files again to apply the update.
Ironical 27 Feb, 2016 @ 12:58pm 
does it automatically update or do I have to copy and paste the files again?
anvi 27 Feb, 2016 @ 5:43am 
Trial and error, I'm thinking. Unfortunately I don't know if any guides to giving sounds falloff exist because I believe the game engine is supposed to manage that on it's own. It's seeming like some sort of (hopefully rectifiable) issue with I'm guessing the sounds themselves. I'm wondering if maybe experimenting with converting the sound files to different formats or format settings before compiling them into the .uax could fix their static behavior.

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.
Iron Predator  [author] 26 Feb, 2016 @ 8:20pm 
I have no idea exactly how I can give the weapons a falloff effect so they sound like how they properly should from distances. if theres a guide somewhere. i'd love to know.
anvi 26 Feb, 2016 @ 7:31pm 
Much better. The change in firing volume sadly didn't fix the no-falloff problem, it does still allow the sound to flow better, as all the other sounds aren't being cancelled out with drowning, repetitive gun fire. I wish I had any clue how to help the no-falloff issue but nevertheless, much better all around with this volume.

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.
anvi 26 Feb, 2016 @ 6:41pm 
Giving it a check.
Iron Predator  [author] 26 Feb, 2016 @ 6:33pm 
@♥Eva-Lynn its been updated now.
Iron Predator  [author] 26 Feb, 2016 @ 1:58am 
I will reduce the loudness for these sounds for next update then.
anvi 26 Feb, 2016 @ 1:54am 
This sound pack is a worthy work in progress. I haven't seen a sound pack before for this game that touches on blood spewing, inventory selection, item pick up, etc. but this mod shows why doing so is actually a great idea! Those sounds included in this pack are more immersive and just in general more crisp than their stock counterparts.

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.