Happy New Year fellas.
I would like to take a moment to remember Scruff, a super talented artist with whom I had the preveledge to work with in EF Mod Team. Requiescat in Pace. Ge will always be remembered.
We made a discovery with the EF Team so partial credit goes for Copernicus and Hartkeks. We succeeded making custom sounds through the means of BSC editing so (since I was already knee-deep in making custom sounds for EF) I made a new sound mod for the community in which every automatic weapon now sounds "real". Now the automatic weapons don't play random repetition of single sound files thus putting together a burst. Now the automatic weapons of every faction play a loop sound with the historically correct rate-of-fire. All sounds (including the vehicles) are made from recordings of the real thing. In addition, German tanks now have a real MG34 sound for their hull and coaxial machinguns.
This mod changes almost every sound and effect in the game and a part of it you have already met. Now it is integrated.
full sound mod "open file" - I corrected the mis-spelled *.bsc entry now there should be no bugs left in it
loop only mod
just unpack it into your mod's directory, it will overwrite nothing and changes only the automatic weapon sounds to a lifelike experience.
the sound mod packed into an *.sga and the Data folder separately
smf.convert tool (its Mannarheim's brilliant stuff, I am only rehosting it on demand)
smf.play tool (again its Mannarheim's), you can load and *.sga in it and listen to the sound files before you commit yourself to the mod itself.
the same full sound mod but balanced. on demand i blanced the weapons so they dont cancel each other out. i used a simpler wav format before converting it which is much easier to optimize. it cuts back on the mod's size drastically but ingame you wont notice a thing.
only automatic weapons. really small file, same deal as above, optimized, balanced and simple wav format converted to *.smf.
Also: the correct filepath for a custom sound to play ingame is CoH/your_mod/DataSoundHigh and DataSoundLow (datasoundlow you only need when you wanna play with low audio settings). It is possible that the mod you are playing will want a different filepath. All you have to do then is make a folder CoH/your_mod/Data/sound/wav and copy only the sound files (*.smf) into this newly created folder. It might sounds more comlicated then it is and it is very unlikely that you will need to do this. I am only saying this in case...