Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

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Overhauled Soundscape
   
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16.398 MB
2022 年 11 月 7 日 上午 9:51
2024 年 5 月 28 日 下午 2:36
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Overhauled Soundscape

描述
Overhauled Soundscape adds new ambient sounds for animals and buildings, footsteps sounds for units, increased variety for several attack sounds, restored unused sounds and much more, credit to pond5.com for several SFX, namely animal ambient sounds.

CUT CONTENT RESTORATION

Restored sound files that were previously unused

- Added Anubite jump SFX
- Added Amanra jump SFX
- Added Helepolis attack SFX
- Added more Villager dialogue
- Added flailing dialogue for humans
- Added Fire Giant charged attack fireball launch SFX
- Added ambient SFX for Underworld Passage
- Added Carnivora death SFX
- Added Man o War attack move command SFX
- Added the 6th Serpent birth SFX to the Serpent birth sound set so it can be played now
- Added Ghost Ship birth SFX to lost ships

AMBIENT SOUNDS (BUILDINGS)

The following buildings have ambient SFXs

- Archery Range
- Armory
- Barracks
- Counter Barracks
- Dock
- Dwarf Forge/Foundry
- House
- Longhouse
- Lumbercamp
- Manor
- Market
- Military Academy
- Military Barracks
- Naval Shipyard
- Obelisk
- Storehouse
- Stables
- Siege Camp
- Town Center

AMBIENT SOUNDS (NATURE)

The following things have ambient SFXs

- Bear
- Berry Bushes
- Boar
- Bush
- Campfire
- Caribou
- Chicken
- Cow
- Crocodile
- Crowned Crane
- Deer
- Dust Devil
- Eagle
- Elephant
- Elk
- Gazelle
- Goat
- Gold Mines
- Hawk
- Hyena
- Lava
- Mist
- Pig
- Polar Bear
- Relic
- Stalagmites
- Trees
- Trees Burning
- Walrus
- Water Lilly
- Whale
- Wolves

AMBIENT SOUNDS (UNITS)

The following units have ambient SFXs

- Horse Cavalry (Hippikon, Jarls, etc)
- Roc
- Ships

FOOTSTEP/MOVEMENT SOUNDS

The following units make noise whilst moving

- Villagers (grass footsteps)
- Caravans (hooves)
- Human Soldier Infantry (marching footsteps)
- Human Soldier Cavalry (hooves)
- Heroes (varies from hero to hero)
- Siege Engines (rolling)
- Ships, Sea Monsters (oars)
- Minotaur, Valkyrie, Saytr, Centaur (heavy hooves)
- Battle Boar (metal clanking)
- Frost Giant (frozen giant steps)
- Fire Giant (fiery giant steps)
- Dryad (grassy giant steps)
- Colossus, Heka Gigantes, Hydra and Mountain Giant (heavy giant steps)
- Scarab, Promethean (squishy footsteps)
- Scorpion Man (bone steps)
- Medusa, Wadjet (slithering)
- Most Other Myth Units (medium step)
- Walrus (wet slaps)
- Camels (galloping)
- Most Huntables (foliage rustling)

ADDITIONAL/IMPROVED SOUNDS

Additions

- Arkantos (+2 Grunts, +2 Battlecries)
- Chiron (+1 Grunt)
- Minotaur (+2 Grunts)
- Unique atlantean Hero Birth SFX (both for Villagers and military)
- Unique Monument SFXs for each type
- Unique SFX for bows, crossbows, throwing axe and ranged siege engines
- Unique SFX for Centaur and Chiron charged attack
- Building death (+2 Variations)
- Wall death (9 Variations)
- Male death (+2 Variations)
- Male grunt (+1 Variation)
- Camel grunt (+1 Variation)
- 'A hero has fallen' will play when any major heroes die (Jason, Achilles, Pharoah, Son of Osiris, etc)
- Unique snapping sounds for Scarab and Fenris Wolf attack animations
- Added Heavy fall sound for giant units (Such as Colossus, Hydra, Heka Gigantes, etc)
- Added ambient sounds for burning Trees
- Added Serpent death sounds (previously they used birth sounds)
- Added Scarab Blood sound
- Added Hero recovery sound
- Added Attack command sounds for (Anubites, Argus, Behemoth, Carcinos, Chimera, Heka Gigantes, Hydra, Manticore, Nemean Lion, Mummy, Petsuchos, Scarab, Scylla, Stymphalian Bird and Wadjet)
- Added metal hack sound to Ajaxs' shield bash
- Added titan punch sound to Minotaur's' gore
- Added Gaia Titan birth sound
- Added Horse death sound (has a 50% chance to play when cavalry units die)
- Added crush stone sound set (Walls, Gates, Statues, Monuments, Fortress, Stronghold, Palace and Citadel will have
different sounds when hit by crush damage)

Improvements

- Petsuchos and Mirror Tower attack sounds more fiery
- Lampades attack has a new subtle phasing like sound
- Wadjet attack now pitch shifts
- Son of Osiris attack now pitch shifts
- Lightning stikes (has more impact and ends with thunder)
- Meteor explosion (has a more explosive sound and ends with dirt falling)
- Chimera flame (louder and more aggressive)
- Ship death (more variations and crew screaming)
- Sword On Metal (more impactful and slightly louder)
- Sword On Wood (more impactful and slightly louder)
- Arrow On Flesh (more impactful and slightly louder)
- Crush Flesh (more impactful with added elements)
- Crush Wood (more impactful with added elements like falling debris)
- Fixed Axemen playing death sound twice
- Bear grunts and death sounds redone
- Wolf grunts and death variations
- Titan punch has more variations
- Fenris Wolf grunts and death variations
- Villager gather (gathering meat, berries and farms are more audible)
- Nidhogg attack has additional flame, vocal elements and increased bass
- Manticore special attack is louder
- Minion birth, Lampades Blood, Mirror Tower and Colossus eat are louder
- Camel death sounds now pitch shift
- Serpents and Wadjets have additional burrowing sound when spawning, similar to Minions
- Added Meteor splash sound to Carcinos Crab Blood
- Healing (now pitch shifts and has more variety)
- Hero birth (now pitch shifts)
- Heavy fall sound has more bass
- Made Bella death sound less harrowing
- New Animal death for some Huntables (the sound of the animal hitting the floor, not vocals)
- Ox Carts no longer speak human
- Reduced clipping on second half of monkey death
- Reduced volume of Serpent birth slightly
- Female and Dwarf Heroes of Ragnorok now have the appropriate voice sets
- Changed Reginleif unit dialogue to Valkyrie (I personally found her dialogue quite abrasive,
delete the 'reginleif_snds' in the mod directory to enable the original sounds again)
- Iron Fences have metal sounds when taking damage
- Unit barks and Building select sounds limited to 1 maxnum at a time (this means
spamming a move command for a unit will no longer spam the voice line)

EDITOR OBJECT SOUNDS

Many objects make noise when selected or created whilst in editor, too many to list all

- Water Lillies, Reeds, Bushes, Trees, Mine Walls and more

KNOWN ISSUES

List of all currently known issues

- Ambient sounds for buildings will play even when a building isn't fully constructed
- Rolling sounds from siege engines moving will persist for a second or two after the unit
stops moving

COMPATIBILITY

- Compatible with New Myth Unit Tech, put this mod above that one in the list
- Other mods that modify the soundset-xpack.xml will not work with this mod
- Other mods that modify animation files for units modified in this mod will not work with
this mod unless you put those mods above Overhauled Soundscape in the load order
9 条留言
Inferno 2024 年 1 月 18 日 下午 3:04 
nice
ReborN 2023 年 2 月 27 日 下午 2:40 
Love the mod, thank you!
LaBonez 2023 年 2 月 17 日 下午 2:26 
Even when I run both mods by themselves, there seems to be an issue where some units won't attack at all even when damaged.
Sassy Peeps 2023 年 2 月 6 日 下午 12:33 
@Cell Tv

It's a compatability issue. the continous loop happens when mods that also changes sounds have higher priority (like having Age of Wrath over this one)
XLightningStormL 2022 年 11 月 17 日 上午 1:28 
Not the best idea to be using continuous sound loops for ambient sounds since they bloat the file size,if you need ambient sounds to play more often you can adjust the min and max time in ambientsounds.xml, rather fortunate the "no ambient sounds" bug from pre-2.8 versions was also fixed.
Cell Tv 2022 年 11 月 12 日 上午 11:30 
they make their sound on a continuous loop,its very loud and it's very annoying
Toasty Goblin  [作者] 2022 年 11 月 12 日 上午 10:53 
@Cell Tv I've tested the chickens and their ambient sounds are playing as intended for me, can you go into more detail?
Cell Tv 2022 年 11 月 12 日 上午 4:05 
The Chicken are bugged
Zeus 2022 年 11 月 7 日 上午 10:37 
Good to see you back, nice stuff