Oh, thanks for the tip - I didn't realize I could view animations in the Atlas editor. I will rework those slinger sounds a bit.
how does sound variation work? should i be making a few variations for each? should i keep the sounds separated so they can be individually linked to the animation and pitch/tempo shifted by the engine? or does the engine just look for one single sound per unit? for example, with the slinger - should i mix it down to one sound that generally fits the "ranged attack" animation played at normal tempo, or keep each part of the effect as a separate file that gets triggered as the animation unfolds?
im not sure i personally have the time to set all those trigger points, but i can at least be looking at the animation in the editor and getting the timing closer. i just want to contribute sounds that are useful! if i upload stuff here, is there someone that will implement it in game down the road?
one more quick question. does the game utilize looping sounds? im looking at doing some sounds for horse drawn vehicles, battle walla and general ambiences, but was curious if they needed to be a certain length/loop/fade?