The Oshkosh L-ATV Sound System is a meticulously crafted audio solution for the Unity Engine platform. It brings the fully equipped military vehicle L-ATV to life with a comprehensive array of sounds, capturing both exterior ambiance and interior cabin experiences.
Key features include:
* Easily customizable vehicle controller with an automatic transmission * Realistic engine sounds with variations based on RPMs, speed, gear, and other vehicle parameters * Weapon sounds from real-life used weapons * Different sounds from different distances * Startup and Shutdown sounds * Cockpit sounds * Ideal for AAA multiplayer shooter games
The system transforms the virtual military vehicle into an auditory marvel, enhancing your gaming experience with over 100 high-quality sound effects that resonate with authenticity and precision. The advanced code intelligently manages sound variations based on factors such as distance from the vehicle, vehicle speed, RPMs, and more.
The system includes 3 distinct types of weaponry: the M2 Browning .50 Caliber heavy machine gun, the TOW Anti-Tank Missile Launcher, and the Smoke Grenade Launcher. Each weapon has been meticulously designed and integrated to create a truly immersive combat atmosphere.
The sound system is designed to provide the most authentic vehicle sound experience possible, with meticulously recorded audio samples and resources sourced from the internet. The sound quality is perfect, with optimal length and format. You can easily adjust or update the sounds, or create your own.
The demo scene is already included in the asset, and you just need to adjust the input settings as shown in the 'How to Use It' video.
The 3D model of the tank may differ from the real-life version and is used for demonstration purposes only.
To control the vehicle, you need to assign the necessary buttons and axes in the Input Manager first. This can be done in two ways: 1) Download the input asset and place it in your 'ProjectSettings' folder. 2) Assign the necessary axes and buttons manually in the 'Edit - Project Settings - Input Manager' according to the 'Readme' file in the asset's folder.