<!-- Revised Flak Environment --> <flak Random="Yes" MinDistance="400" Looping="No" Static="Yes" Atten="2">
<sound file="flak.wav"/>
<sound file="flak1.wav"/>
<sound file="flak2.wav"/>
<sound file="flak3.wav"/>
<sound file="flak4.wav"/>
<sound file="flak5.wav"/>
<sound file="flak6.wav"/>
<sound file="flak7.wav"/>
<sound file="flak8.wav"/>
<sound file="flak9.wav"/>
<sound file="flak10.wav"/>
<sound file="flak_general.wav"/>
</flak>
Like what we found with the bullet_impact sounds setting the MinDistance with no MaxDistance seems to determine how far out you start to hear the effect, and the sound grows in loudness as you get closer to it. The attenuation term seems to help with enhancing the fall-off with distance. For a sky full of flak this sounds pretty good with a nice mix of volumes.
This version gives you audible explosions out to 1/4 mile, which from personal experience with artillery landing nearby is about right. Actually you can hear it from a lot farther away than that, but it starts to become more like background noise than distinct events you pay attention too. The game really doesn't account for the flash-to-bang time that at 1/4 mile would be slightly over 1 sec, but we can't have everything now can we?
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