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You are correct, but I cannot implement these sounds unless I replace used sound files with them. They can be played in-game through console commands, but the infecteds will not play them at all since they do not have "warning" functions unlike the Boomer, Smoker, and Hunter. But I'm certainly aware of those files. In 600+ Infected, I replaced some of the Spitter's pain noises with her unused warning sounds with a few minor adjustments.
Actually, how can they be played through console commands?
Broken glass hitting the ground doesn't sound like glass at all.
Katana is too over the top IMO. Think it should sound more realistic.
Sound of spent casings hitting the ground could have their volume lowered. I do realize that they aren't actually separate sounds. They are simply a part of firing sounds.
Minigun is too quet?
This thread is still relevant and I'm still open for suggestions.
Broken glass shares the same sound with Molotovs and Boomer Bile (the items themselves, not the projectiles). I was planning on replacing a bunch of physics sounds anyway, so this may change.
Katana sounds are actually ripped straight from TF2. Personally, I find them much more satisfying to listen to than the default ones but I can see you mean.
As for the casings, are they actually too loud? I figured the volume is just right since they're supposedly falling right next to you.
Minigun is at the highest volume it can be without clipping and nobody wants that.
Yeah but those Katana sounds fit TF2. But they don't fit L4D's more serious atmosphere. Just my opinion. But I agree that they are satisfying.
Casings aren't too loud. Just think that making them stand out less during firing is better. Especially considering the fact that L4D doesn't have real casings unlike older Source games.
I also think Axe could use a different hit sound.
Maybe I'm just too focused on realism and that's not what you are trying to achieve.