2018.x SBSAR Files (Will Be Fixed At Some Point...)
.sbsar files won't work in 2018.x yet.
Copy This To That (All Versions)
If you copy all actions on a script that has a lot of "Procedural Materials" on it, it'll take a long time to complete. This is because Unity is doing everything twice, in order to save the changes. It's an annoying thing, but just be aware that it'll take a while to complete. Uncheck "Save Changes" in the Options area of the latest versions of the script to speed this up. But if you quit, any changes will not be kept.
Mass Exporter Won't Work (5.4.x)
[LATEST: 5.5.0b6 has a fix! I've not yet tested it, but I've been told it's fixed! So 5.4.x will *never* work with the Mass Exporter, but 5.5.x seems like it will :D ]
Currently "Mass Export" doesn't work in 5.4.x because of a Substance bug that adds " (Clone)" repeatedly to the end of the file name. Allegorthmic is aware and is working on a fix for a future 5.4.x update. Current 5.4 versions will never work with Mass Export, though. :(
Medieval Battle Sounds Library has been designed with Customization and Randomization in mind. Like all the models we produce, we wanted audio that isn't he same every single time. Each type of sound, like "Fist on Flesh", has 125 default combinations, all randomly generated at run time. Mix and match the component sounds, and you can have thousands of unique sounds.
The package comes with our deceptively powerful Audio Controller, which makes it easy to play audio clips during the game.
A Sound Designer has created custom effects to go along with this package. Sometimes the audio is directly tied to an animation, sometimes the clips are shorter, and intended to be used during specific actions such as foot steps. Still other times are more ambient sounds to be played randomly or at less obvious intervals. Often multiple versions will be provided which can be used randomly to avoid repetition. In all cases, the sound effects are designed to bring the characters to life.
The Library starts with over 350 individual clips. We've designed it so that each clip type has 5 variants, and most "sounds" will be made of 3 types, such as a "Swoosh" "Clang" & "Splat".
Each individual sound can therefor have 125 randomly generated combinations -- and much, much more if you start mixing and matching the various sound types together.
In the demo scene there are over 2500 possible sounds, and tens of thousands when you start mixing and matching.
This is a video showing the demo scene, and showcasing all of the audio that you can make with the demo setup