Audio follows design. If the heavy bolter fires 60 rounds per second then I'll have to make the sound conform. But right now it is way less than that. There are some issues with fast rates of fire and making the sounds heavy enough, believable and feeling right. It's doable, but it won't sound like a bolter. The audio engine we are using is Wwise, and it is excellent. I could say more about Wwise, but that was not your question. UE4 is also excellent. I especially like it for how fast it is to integrate audio into animations - someone at Epic took the pain away and made sound guys smile.
The dawn of war games handled this by making it so it didn't synch up sound to weapons fire. And it works. I'm not sure it would work with a third person shooter. Dawn of War 2 seems to have more 'close to the amount their firing' sounds for most of their weapons.
Is it possible to set a menu where the player can choose which cheers or status barks their character uses? for example will we be able to pick from a list of reloading, spot an enemy barks or taunts?
i guess thats adressed at the wrong person but i can tell you at least for warcries we will have changing options (micro transactions) i doubt that we will be able to edit every single phrase our char will say (cause everyone should be able to tell what you are saying) but maybe they will create different voice packs
Devs have said before they are looking into having a comm rose (similar to Planetside 2) and also that there will be auto barks (which would say things like "Grenade!" "Reloading!").
I am happy to announce that audio is going to take over some, or all, of a Twitch really soon. Katie has the details.
There will be a comm rose, eventually. Not for FA. And not for cheers nor spawns. I will eventually discuss the full extent of this with Brent but right now it's 'for later' and we are very much interested in what is 'for now'.