I'm trying to put sounds into one of my projects but I can't figure out how to change the volume.
In the data editor each sound has a volume field (0dB by default) which I have experimented with setting volumes to 6dB or -99dB with no difference (+6 and -99 are the limits allowed. If you don't know what dB is, it is a log scale of how strong the sound is. 0dB = 100%, 6dB is cranking the sound up super loud and -99dB should be so quiet that it can't be heard)
Each sound entry in the sound section of the data module has a list of individual sound files with their own volume control so I have cranked them to full volume or turned them down with no effect.
I have checked the rollof effects which make sounds louder/softer the closer/further away from them you are and tested in game by moving the camera right up to the sound source. and that is behaving as it should.
nothing i do seems to effect the volume of the sound either way.
I've since discovered it's easier to import sounds you want than try to find existing sounds and so I can set the volume before I import but it would still be much faster if I could make small adjustments as I go rather than have to go through the whole process again every time I want something louder/quieter.
Another thing to check is the classification of sounds. Ive found that Ambient are much quieter than Combat or Voice. How a sound is used has no effect on its classification, it is set in the sound itself.
the difference in a normal conversation and a vacuum cleaner for example is 10 dB allready (factor of 10).
You could try to determine the sound pressure of an exported sc2 sound with the one of one of your files. If the sc2 sound is 5 times as loud as your sound, there is probably nothing you can do but increasing the sound outside of sc2.
I am not sure, but is it practical to change the parent data object of the other sounds, so they have -10 dB (for example) to begin with? Would mean your players have to turn up the volume for the map though.
You could also use this method to determine how much louder you have to make your sounds before importing. (i.e. revert the parent back afterwards)
depending in what your sound is used for, you could also implement the sound as an alert. Then all other sounds are reduced to a percentage specified in the alert, while it plays.