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i got the inspiration from things like cod and halo specifically halo reachs tip of the spear in the last part where you can look off the cliff at the last part and see all the vehicles fighting so if you are interested but dont know exactly what i mean then you could use that as like an ideal basis.
A suggestion, and what I might do just for the heck of it, is to use a separate, user defineable volume coefficient for each class of sounds. Like, Human Sounds (death, movement, splashing, etc.); Sound Effects (inventory, equipment, etc.) and Environment (Thunder, etc.). Then have each sound calculate the volume by using a variable associated with the sound's coefficient.
- Heavy caliber from other tanks/rocket launchers, different sounds of metal impacts (WoT and WT has some good ones)
- Medium caliber from APCs or .50, heavy thuds against armor
- Small arms like handheld guns, little pinks for 0 damage
Second: The shellshock effect is very annoying to say atleast so I'll recommend 2 things
1: Change the shellshock sound effect (you can take what you have reduce the volume by a bit and pitch it down a bit, the high pitch ringing really hurts my ears)
2: Have an option to disable a few features (ex. Shellshock sound effect, Shellshock knock down)
- [OLD INVENTORY SOUND, gotta test the new one!] The inventory is an interface that it is being accessed by the player multiple times, so all related to this menu has to be top quality. The sound is too high and a little bit strange. (like a bag being shaked or something). I would lower it a little bit and change it to a zip sound. Less volume and more subtle so the inventory entrance is smoother to the player! ^^
- A NVG sound when it is switch on/off would be awesome! A MW/Splinter Cell one would fit incredibly well I think.
If you need any help just contact me! :)
And about nvg - thats a cool idea, i'll add something like that.