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Rapporter et oversættelsesproblem
The eating and drinking sounds are easy to mod out. I'll paste a code snippet below. The looting sounds can also be changed similarly. The sounds that aren't easily changed are the stupid "stinger" sounds you get at night, blaring loudly and drowning out any nearby zombie footsteps.
<set xpath="/Sounds/SoundDataNode[@name='player_drinking']/MaxVoices/@value">0</set>
<set xpath="/Sounds/SoundDataNode[@name='player_eating']/MaxVoices/@value">0</set>
The tree falling one is the worst. Lol
I'll agree with this one. If I turn my volume up, that sound will wake up people 3 blocks away. :D
You really think I didn't think of that?
That's not what I'm saying at all. It's the wildy inconsistent and disproportionate volume levels of different sounds. Opening the gate at the trader shouldn't be so loud. If I turn down everything and the master level down, pertinent sounds become inaudible. Zombie rustling behind you you can't hear because the trees are so loud you muted the game to 5%. If you crouch while opening the gate the sound is more or less where it should be all the time. I shouldn't have to play with my volume dial constantly as an extra step to playing the game.
I sneak on insanity permadeath during the night with broken leg and try to use sound to avoid zombie i heard earlier... just for some ultraloud 10second long synth-wave sound to start.
Why cant we have some beliveable ambient sounds, like idk, wind howling, trees shustling, some insect bzzzts, or some distant feral scream. Theres so much posibilities, yet we get some kid with 5$ soundboard following us and smashing it at random instead.