The remaining sound gaps from the first sound milestone, all read from the game's own audio data.

**What changed**

- **Master bus:** the game's bus volumes are applied up the chain, including the master bus at -7 dB, so the overall mix is about 7 dB quieter than before (`--sound-gain` lets you compare).
- **Muffling:** low-pass filtering now follows the game's data: stun, grenade deafening, sniper zoom and the map's rolloff regions all muffle sound through 20 filter buses.
- **Fades and switches:** pitch, volume and mute fades (plasma charge, chainsword glide, jump-pack descent) and the primary/secondary weapon sound switch.
- **Distance and speed** now drive volume, pitch and filtering.
- **Voice barks:** class voice lines for exertion and actions (melee, charge, ground pound), one line at a time per character. Reload and throw lines have no multiplayer entry in the data, so nothing plays for them.
- The audio readers were hardened against damaged data.

**What is provisional**

Filter cutoffs, slopes and steps, the one-line-at-a-time voice rule and how the bus volumes are summed are our choices. Test bots ran with no unsupported audio actions, but nobody has listened to the new mix yet, so treat the balance as provisional.

No sound plays on this page. The audio comes from the player's own game install.

*Unofficial fan project: not affiliated with or endorsed by Games Workshop, Relic, THQ, Sega or Focus. Screenshots show original game assets rendered from the owner's own install of Warhammer 40,000: Space Marine (2011); no game files are distributed.*
