Ambient Audio Overhaul for CoP
AAO:CoP v1.0Features:*Fully reconfigured ambient sounds for all types of day and weather cycles, as well as for weather particle effects.
*Replaced background sounds with those of higher quality.
*Each in-game location has been given it's own "tone," some sounds will only be heard on specific maps, and the frequency of sounds (based on type) will vary from on location to the next.
*Replaced all "static" level sounds.
*Replaced in-game level musics, and adjusted volume levels to have more of an "ambient" feel, as well as not be too distracting.
*Replaced all blowout sounds, and added additional sounds.
*Fully configured blowout ambient sounds - blowouts now use their own ambient weather section, instead of using a "generic" one.
*Randomized blowout "system" sounds - blowouts will no longer sound the same every time one occurs.
*Replaced thunder sounds, and added additonal sounds while expanding the number of sounds used. Thunder will sound more randomized, compared to how repetitive vanilla is.
Compatibility:AAO was designed around a mostly vanilla loadout. As with past versions for SoC and CS, though, I've intended AAO to be used alongside Darius6's Sound Overhaul. AAO itself is 100% compatible, with no conflicts . . .
AAO, though, is not easily compatible with mods that alter in-game weather. To properly make use of AAO, one will need to edit the weather loadouts of any existing mods.
I had considered incorporating some compatibility patches, but I simply do not have the time for such endeavors (and the extended playtesting involed). As it stands, though, I've kept the file structure and layout as simple (and self-explanatory) as possible, and have left tons of sounds available that I have not used . . . any modders whom wish to incorporate AAO into their projects should feel more than welcome to do so, and feel free as well to make use of the additional sound available if it suits your project.
The beta version of SoundEFX I've released with AAO, though, is only 90% compatible. There are some conflicts in sound schemes, but converting between SO and SoundEFX is as simple as copy and pasting one mod over the other. At the very least, it leaves users free to decide which sounds they prefer, and go with those instead.
I have not touched any weapon sounds, nor device sounds or other equipment sounds - SoundEFX addresses mostly object collisions and AI sounds. I've also decided (ATM) to completely leave anomaly sounds alone, too . . . although I might get into these later on . . .
As well, I have not replaced the main menu music - the main vanilla theme, IMHO, fits CoP perfectly fine.
Notes:I've recently figured out how exactly X-Ray 1.5/1.6 handle ambient audio - needless to say, it's left me rather "unhappy" with the current state of AAO. Instead of spending even more time completely re-working all comments and ambient implimentation, I decided to wrap up v1.0 with my older means of execution. The next version, though, will be taking a completely different approach, and I also intend to sift through the ambient sounds quite a bit more . . . removing and replacing as need be.
As it stands, AAO:CoPv1.0 is mostly a "port" of AAO:SoCv1.8 - all the sounds used for the weather ambients are exactly the same, except for having been re-commented and configured *properly* for CoP's ambient system. Same holds true for SoundEFX b0.6. Static level sounds, though, are new . . . and blowout sounds have not been "officially" released prior to CoP.
Download:www.filefront.com/16309787/ambient_audio_overhaul_cop_v10.zip*I will add further download links as available.
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