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Old 03-24-07, 05:17 PM   #31
Bill Nichols
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Available now for download at my site.
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Old 03-24-07, 05:53 PM   #32
LoBlo
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Thanks SubGuru.

Anyone that tries it out, post your impressions.

Quote:
I cannot remember what amp X coefficient I applied to the SC 1.08 sfx.agg file when I did this. My guidelines were:

However, what I did for balance was ... at normal speaker volume for my use I set the BB sounds that you could hear them when you already have a few lines in NB and decently thick line track in BB. Thus, for a skilled player by this point, you could have ruled out a close sub from a distant cargo ship. In essence, that simply leaves cycling the BB as adding some atomosphere to the game. In regards to the sub BB sounds (especially in SCXIIc), if you can hear the sub wav playing, then if it ain't one of yours, it can only mean that the contact has decided not to fire on you, since it would have IDed and engaged you a long time ago. So, it's all just atomosphere like the flow noise and throbbing of the engine.

Except there is perhaps one place where it does make a play difference. Biologicals ... They create some fairly thick BB lines (similar to ship). However, besides lacking NB lines, they are immediately distinguishable by their BB sound.
My intial attempts were just to increase the stock BB by a factor of X (4-5)... but the quality of the sound whenever I upped the volume was pretty poor... scratchy and static filled even through the BB background noise. So I decided to completely switch the sound effects all together with other sources found throughout the web, old games, etc.

Not everyone will agree on the chosen sound effects I'm guessing; I like the initial choices, but if anyone has some handy alternatives they think are more accurate/appropriate, I'm open to feedback. For example, I was able to find a RL underwater recording of a fishing boat so I used that for the trawlers/fishing boats.

From my intial playing, I can say that if a contacts sound effects are clearly audible in the spherical/cylindrical array, then you pretty much already had enough NB frequencies for a confident ID anyway. The only problem arises when using highly sensitive TAs, where their might otherwise still be some slight ambiguity to the contact (ship vs sub... diesel vs nuke... big vs small, etc) a recognizable sound effect may push you to the real class... whether this is accurate or not is beyond the limits of my RL experience.

I'm hoping to get some opinions on the sound levels chosen.
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Old 03-25-07, 09:37 AM   #33
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Having some problems - will PM you.
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Old 03-25-07, 10:52 AM   #34
LoBlo
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Try my suggestion. It may be that you accidentally deleted files that shouldn't have been deleted. The interface folder in my mod only has altered interface/..../sfx.agg files, so only meant to replace one file (the sound effect file) in each sub's folder. The rest should be left intact.
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Old 03-25-07, 11:22 AM   #35
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Thanks LB - all greens now.
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Last edited by Bellman; 03-26-07 at 01:42 AM.
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Old 03-27-07, 04:33 AM   #36
nzm30
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Tried mod last night.
Initial impression ... an amazing improvement!
Surprised SCS didn't implement this themselves.

Thanks!!
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Old 03-27-07, 04:38 AM   #37
FERdeBOER
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I testet it a few and I like it a lot.

Specially the new balance of sounds, now the active pings doesn't melt my brain when trying to hear something on th sonar screen
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Old 03-27-07, 04:15 PM   #38
LoBlo
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Thanks for the feedback. Glad you like it.
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Old 04-15-07, 11:37 AM   #39
LoBlo
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Anyone else have any crticism?

Btw SubGuru. I forgot to link this thread in the readme so that peeps that try it can feedback here. Would it be possible to post a small link to this thread directly under the download links? Ff its not too much trouble, of course.
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Old 04-15-07, 12:22 PM   #40
Bill Nichols
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Quote:
Originally Posted by LoBlo
Anyone else have any crticism?

Btw SubGuru. I forgot to link this thread in the readme so that peeps that try it can feedback here. Would it be possible to post a small link to this thread directly under the download links? Ff its not too much trouble, of course.
Will do, when I next update my site (probably tomorrow evening).\
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