Hi. I was bored, so I made a soundpack that has a lot of things like: - New vehicle sounds (except jeeps) - Some new vehicle weaponry sounds (didn't touch this much as I ran out of sounds and I'm too lazy to acquire more) - Some new explosion sounds (all grenades replaced, some vehicle + random explosions) - New building ambience sounds - Impact sounds (flesh, grass / sand, metal, concrete, wood, Empires specific sounds, basically) - New death sounds - Less shit sounding breathing after running out of stamina - Most weapons (except shotty pistol + shotgun because I couldn't be bothered and anyone who uses these weapons are bad people and should be banned) Download v2 @ Dropbox Download v2.5 @ Dropbox NOTE: Due to the Source engine being what it is, THERE WILL BE SOME WEIRD SHIT LIKE SOUNDS SUDDENLY GOING QUIET. This is bound to happen with vehicles if a sound is played for too long. I.e,. idling for a while will make the vehicle go silent. There can also be some static weirdness, especially coming from explosions. Thus, I have put both "offending" folders in a separate folder to make sure people won't cry about their precious ears getting raped by high pitched static when the Source engine shits itself. Copy paste folders of choice in your Empires/sound/ folder. Use with caution. _________ How to install: 1: Download .zip (extract using 7zip if there are any problems) 2: Extract folder to your Empires folder (SteamApps\common\Empires\empires\) 2.5: Delete sound.cache in Empires\empires\sound\ < Important! 3: Play Empires on good maps that are not money and hexagon. How to uninstall: 1: Right click Empires 2: Properties > Local files 3: Verify integrity of game cache... 4: Wait for Steam to redownload stock sounds BUGS Empires cannot Frostbite sound quality Also, are there anyone here who knows a bit about how the Source engine handles audio? Is there anything I can do to prevent static / sounds stopping? Or is this inevitable? From what I've noticed, the move from 2007 to 2013 fucked up my older soundpack, forcing me to convert some files to 22k rather than the original 44.1k. I don't see the logic behind this.
Think so. For some reason when the audio bit is played in its entirety, the Source engine decides it won't loop it like it should, or "fuck it, I'm not going to play this sound any more". This seems to happen when driving around for a while, too.
Files are too large? I have no idea if there is a limit to file size but, I would guess there is a point where it says can't loop this. Or perhaps it is in a different format then would allow the engine to loop the audio with its drivers.
Most of the sounds should be identical in terms of frequency, length and channels. The difference in length is usually just a few milliseconds.
It's wave lossless, so it should be. Comparing the original files and the new ones, old ones are usually 22k whilst the new ones are 44.1k. Converting them to 22k makes them sound slow and didn't do anything else. In fact, trying it right now, it made the sounds stop after a second of playback. I don't even what.
Yeah, I don't have a thousand hours clocked on it though. It'd be cool to play with people cause pub-zerg rush (even on HC servers) is a bit tiring. No one lazes helicopters and no one plays support so there's never any ammo.
https://dl.dropboxusercontent.com/u/6175221/General stuff/Emp/Custom/BF-ish soundpack v2.5.zip Replaced some 22k sounds with proper 44.1k sounds, dumped all the sounds into a single sound folder since everything should work with deleting the sound.cache trick.