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Old 08-09-12, 09:47 PM   #1
TheBeast
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[REL] New_Torpedo_Door_Sound_Mix

New OGG Sound Mix Sample files for Torpedo Door Open/Close sound effect byTheBeast | Created: 7:17 PM 8/9/2012
================================================== =====================================
This MOD is SEMI-JSGME Ready and does require edit done by the user!

PURPOSE:
Player Emersion!

FILE INFO:
Torpedo_Tube_Opening.ogg
Sample Rate: VBR 96-128
Length: 15 seconds
File Size: 208,896 bytes (No Compression)
(Tube Floods, Tube Outter Door Opens, Hull Outter Doors Open, Torpedo Man says "Tube Ready to Fire")

Torpedo_Tube_Closing.ogg
Sample Rate: VBR 96-128
Length: 15.4 seconds
File Size: 200,704 bytes (No Compression)
(Torpedo Man says "Closing Tube", Hull Outter Door Closes, Tube Outter Door Closes, Tube Purges)

NOTE:
I did not include a Commands.cfg file because there are to many variations on Key Bindings.
I didnt want to mess up anyones Key Binding configuration.
This means that you will have to manually edit your data\Cfg\Commands.cfg for to make the changes listed below.

CREDITS:
Stormy - [REL] Stormy`s DBSM collection SH5

REQUIRED CHANGES: (data\Cfg\Commands.cfg)
- Copy your current Commands.cfg to same location in this MOD.
- Make the changes listed below to the new Commands.cfg file and save changes.
Code:
[Cmd308]
Name=Open_torpedo_tube
Contexts=1
HasDelayedExecution=Yes
Sound_0=ELO_Helm,Torpedo_Tube_Opening
 
[Cmd309]
Name=Close_torpedo_tube
Contexts=1
HasDelayedExecution=Yes
Sound_0=ELO_Helm,Torpedo_Tube_Closing
 
[Cmd310]
Name=Open_sel_torpedo_tube
Contexts=1
HasDelayedExecution=Yes
Sound_0=ELO_Helm,Torpedo_Tube_Opening
 
[Cmd311]
Name=Close_sel_torpedo_tube
Contexts=1
HasDelayedExecution=Yes
Sound_0=ELO_Helm,Torpedo_Tube_Closing
- Now use JSGME to enable this MOD.
- These changes worked fine using NewUIs_TDC_7_1_0_byTheDarkWraith

Yeah, I found a free Sound Mixer - WavePad by NCH

DOWLOAD LINK:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3666

Regards!
TheBeast
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Last edited by TheBeast; 08-09-12 at 10:51 PM. Reason: Add Sound Sample Info
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Old 08-10-12, 05:25 AM   #2
arnahud2
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Thank you, TheBeast, currently downloading
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Old 08-10-12, 07:38 AM   #3
Stormfly
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hi, very nice sample mix, THX !

...SDBSM and or players with a german voice pack installed would need a german "tube rdy to fire" voice at the end of the opening sample.

...using ogg instead of wave for this sounds is a great idea, it save some mem and performance. Consider a wave to ogg migration where ever possible for the next SDBSM version.
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Old 08-10-12, 11:18 AM   #4
Trevally.
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Still more

Thanks theBeast
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Old 08-10-12, 03:21 PM   #5
Magic1111
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Quote:
Originally Posted by Stormfly View Post
...SDBSM and or players with a german voice pack installed would need a german "tube rdy to fire" voice at the end of the opening sample.
I agree, can we have a german version please?!

Best regards,
Magic
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Old 08-10-12, 08:35 PM   #6
TheBeast
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Quote:
Originally Posted by Stormfly View Post
hi, very nice sample mix, THX !

...SDBSM and or players with a german voice pack installed would need a german "tube rdy to fire" voice at the end of the opening sample.

...using ogg instead of wave for this sounds is a great idea, it save some mem and performance. Consider a wave to ogg migration where ever possible for the next SDBSM version.
Quote:
Originally Posted by Magic1111 View Post
I agree, can we have a german version please?!

Best regards,
Magic
I do not have a Germon voice sound sample for "Torpedo Ready to File" and or "Closing Tube"
I would want Normal, Tension, Whisper versions of each.

Really supprised you guys didnt notice I was using CheifEngineer (helm) rather then TorpedoMan (weapon) when calling sounds.
Sound_0=ELO_Helm,Torpedo_Tube_Opening
should be
Sound_0=ELO_Weapon,Torpedo_Tube_Opening
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Old 02-25-13, 03:21 AM   #7
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Bump
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Old 02-25-13, 07:00 AM   #8
DAZZA3483
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Nice Mod!
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Old 02-25-13, 10:13 AM   #9
dem
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Nice Nice

Thanks
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Old 02-25-13, 11:45 AM   #10
GT182
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Will this mod work without using NewUIs_TDC_7_1_0_byTheDarkWraith?
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Old 02-25-13, 12:00 PM   #11
volodya61
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I don't remember, have you able to open/close torpedo tubes manually in stock game?
If yes, this mod should work in stock..
Don't forget to edit commands.cfg..
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Old 02-25-13, 02:18 PM   #12
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V, I see no way by key commands to open or close the torpedo doors in stock or modded SH5. I'm thinking is a sound mod only. In SH3 it was neccessary to do so or you wasted a torpedo, if you forgot to open them.

Can someone correct me if I'm wrong?
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Old 02-25-13, 03:29 PM   #13
Fifi
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I think you can assign a key to open close torp doors using Keymapper if you don't have one mapped
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Old 02-25-13, 06:34 PM   #14
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Thanks for that Fi. Do you have this mod running and torpedo doors opening/closing with a keycommand?
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Old 02-25-13, 09:29 PM   #15
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Thanks nice mod
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