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)
edit:
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.
6 dB is about a factor of 4. So it is not necessarily super loud. here is an example of a dB table for sounds (scroll down a bit):
http://www.sengpielaudio.com/TableOfSoundPressureLevels.htm
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)
edit:
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.