Vingerjoe...Sorry it took me so long to get back to you concerning the sounds. I was out of town.
Let me see if I can explain the sounds and what is happening with them. This concerns the sounds for the Iowa Class Battleship Modern.
Here is a Chart that may help:
Flcs Times Your Sound Times
AttackAC- 2.852 seconds- Attack01A- 3.923 seconds (Too Long)
AttackB- 2.300 seconds- Attack02- 3.133 seconds (Too Long) 8 bit Mono
and will not play in the game. Needs to be 16 Bit
Mono.
Fidget- 2.992 seconds- HelicopterRun- 2.238 seconds (Too Short)
Death- 5.400 seconds- Game Battleship Sound - 4.393 seconds which is
only about a 2.5 second sound (Too Short) and
does not have an Explosion.
What I did with the sounds I put together, Tested and am using:
I did use in part, your Attack sounds and adjusted the timing so they would work in the game and added a Missile sound to Attack AC with adjusted timing. Even IF you change your Attack02 to 16 Bit Mono, it is far too Long and will not play in the game during the AttackAC then AttackB sequence because Both sounds are so long that the game engine shortens Attack01A and omits Attack02 sound when trying to play the Attack sequence. This same situation happens when units have long Fortify Flcs as well as long Attacks that use up to 3 attacks in a sequence. The game engine "see" each of these sequential Flcs and sounds as if they are one and tries to adjust to be able to play them.
..IF you test just your AttackAC or Attack02 sounds alone in the game, you will "think" that each will play ok but that is due to the game engine shortening each of these sounds as each are played alone. They Will not work together in sequence as intended during an Attack.
The Helicopter sound I adjusted so the Helicopter fades in then out and lengthened the sound to accurately go with your Fidget Flc.
I made the Death Sound so it has the needed Explosion, length and timing needed for the Death Flc.
I thoroughly Game Tested your sounds and Mine. In a Battle, your Attack Sounds do not work, the Fidget sound is too short and the Death is not only short but has no Explosion. As for the Echo, and Level of Sound, IF you listen to the Attacks in the game, rather than alone in a player out of the game, I believe you will discover that the Attack sounds I adjusted are extremely Loud ( so loud they crack) and have as much of an echo effect as possible.
I can only ask that you Test all sounds in a game and test the Attack sounds in a Battle.
Great Unit and Fun to use in the Game!...my intention was and is to help and enhanse, not create problems, detract from it or your work.
Let me see if I can explain the sounds and what is happening with them. This concerns the sounds for the Iowa Class Battleship Modern.
Here is a Chart that may help:
Flcs Times Your Sound Times
AttackAC- 2.852 seconds- Attack01A- 3.923 seconds (Too Long)
AttackB- 2.300 seconds- Attack02- 3.133 seconds (Too Long) 8 bit Mono
and will not play in the game. Needs to be 16 Bit
Mono.
Fidget- 2.992 seconds- HelicopterRun- 2.238 seconds (Too Short)
Death- 5.400 seconds- Game Battleship Sound - 4.393 seconds which is
only about a 2.5 second sound (Too Short) and
does not have an Explosion.
What I did with the sounds I put together, Tested and am using:
I did use in part, your Attack sounds and adjusted the timing so they would work in the game and added a Missile sound to Attack AC with adjusted timing. Even IF you change your Attack02 to 16 Bit Mono, it is far too Long and will not play in the game during the AttackAC then AttackB sequence because Both sounds are so long that the game engine shortens Attack01A and omits Attack02 sound when trying to play the Attack sequence. This same situation happens when units have long Fortify Flcs as well as long Attacks that use up to 3 attacks in a sequence. The game engine "see" each of these sequential Flcs and sounds as if they are one and tries to adjust to be able to play them.
..IF you test just your AttackAC or Attack02 sounds alone in the game, you will "think" that each will play ok but that is due to the game engine shortening each of these sounds as each are played alone. They Will not work together in sequence as intended during an Attack.
The Helicopter sound I adjusted so the Helicopter fades in then out and lengthened the sound to accurately go with your Fidget Flc.
I made the Death Sound so it has the needed Explosion, length and timing needed for the Death Flc.
I thoroughly Game Tested your sounds and Mine. In a Battle, your Attack Sounds do not work, the Fidget sound is too short and the Death is not only short but has no Explosion. As for the Echo, and Level of Sound, IF you listen to the Attacks in the game, rather than alone in a player out of the game, I believe you will discover that the Attack sounds I adjusted are extremely Loud ( so loud they crack) and have as much of an echo effect as possible.
I can only ask that you Test all sounds in a game and test the Attack sounds in a Battle.
Great Unit and Fun to use in the Game!...my intention was and is to help and enhanse, not create problems, detract from it or your work.
