Log in

View Full Version : I replace a .wav file, but the game still plays the old one - I'm puzzled


Abd_von_Mumit
09-14-10, 04:46 AM
The stopwatch ticking drives me mad (too loud and irritating sound), so I prepared a modded file of this ticking (quieter and smoother one, intended for release, as I suppose I'm not the only ticking hater).

I went through all the .wav files in my game folder, and the only one that has ticking in it is /data/Sound/Clock.wav. So I replace it. Yet the game still plays the old one, which is moved away from game folder tree.

First I thought that maybe it was stored somewhere in RAM or such, but due to other issue I just reinstalled the game from scratch, and modded it with my new ticking sound before I first even launched it - and it still ticks the old way. :damn:

Help please. :88)

KarlKoch
09-14-10, 05:01 AM
Most common mistake is that you did not replace the .wav properly. Check the appropiate sound after you replaced it. For testing purposes, i would suggest to replace it with a completely different sound, just to see if it is used at all.

However, another way to change the options for that sound, you can load S3D editor from skwas, open the file "sh.sdl" in \data\sound\ and adjust the volume there. Just search for clock, you will find it. Downside is, you would need to make it compatible with every other mod changing the file sh.sdl.

Abd_von_Mumit
09-14-10, 05:18 AM
Most common mistake is that you did not replace the .wav properly. Check the appropiate sound after you replaced it. For testing purposes, i would suggest to replace it with a completely different sound, just to see if it is used at all.

However, another way to change the options for that sound, you can load S3D editor from skwas, open the file "sh.sdl" in \data\sound\ and adjust the volume there. Just search for clock, you will find it. Downside is, you would need to make it compatible with every other mod changing the file sh.sdl.

Oh man, I checked the sound like 10 times already, I can't believe this is happening. :) Also replaced it with a ping (instead of a tick), and I didn't hear a ping once. I also made sure the original file is stored by JSGME in BACKUP folder. The only explanation I see is - there's some other file containing ticking. But I can't find it.

The S3D is not an option for the reasons you named.

Will keep looking. :88)

THE_MASK
09-14-10, 05:19 AM
Its this one'' periscope_chrono_tick''

Abd_von_Mumit
09-14-10, 05:25 AM
Ha! It was wrong file! periscope_chrono_tick.wav was the right one. :damn:

Sober - your file still not downloadable for me, probably FileFront still processes it. Thanks anyway. I was slowly going crazy. :har:

THE_MASK
09-14-10, 05:26 AM
Haha , i just edited my message to say its the periscope_chrono_tick .

Abd_von_Mumit
09-14-10, 05:30 AM
Haha , i just edited my message to say its the periscope_chrono_tick .

Great minds think alike! :()1:


EDIT:
It wasn't periscope_chrono_tick.wav. :har: Still no change. Will try tomorrow, time for some sleep. Must be something like bow_planes_tocking.wav or seagull_timer.wow file. :rotfl2:

Venatore
09-14-10, 05:39 AM
Also be mindful; that when working with the SHV WAV files, you must ensure they remain at mono...not stereo, this will be the most likely cause for you not hearing the new sound.

Secondly; OGG's won't overwrite the WAV's .

Hope this helps, these have been two things that have tripped me up in the audio mod department.

Abd_von_Mumit
09-14-10, 01:21 PM
No joy. I need your help.

Here's a JSGME ready mod (for tests only) containing 2 identical files:
- /data/Sound/Clock.wav
- /data/Sound/periscope_chrono_tick.wav
containing a short sonar ping instead of a tick. After installing this mod I still hear ticking in game when stopwatch is active, no sonar pings.

As far as I understand Audacity interface, these wavs are mono (and if they weren't, the game should play no sound or crash, as the original files are moved by JSGME).

I found no other .wav or .ogg files that could include the ticking sound. Please help. :-?

http://www.filefront.com/17290289/Pinging-stopwatch---TESTS-ONLY-v.-00.00-by-AvM.7z/


EDIT:
Just listened to every game sound file, found a few that could be reponsible for ticking, will update you after tests).

EDIT2:
Found the $&%@ file - it's one of 10 I selected for checking. Narrowing selection now, I'll get it - matter of time. My revenge will taste good.

Abd_von_Mumit
09-14-10, 03:36 PM
periscope_rotary_TorpSelect.wav

:/\\!!

eatmafish
09-26-10, 12:43 PM
dude if by any chance you find the corresponding files for firing tubes (speech file played when firing a tube), please let me know. I had no luck so far. much appreciated :salute:

KarlKoch
09-26-10, 12:49 PM
dude if by any chance you find the corresponding files for firing tubes (speech file played when firing a tube), please let me know. I had no luck so far. much appreciated :salute:

The files you are looking for are as follows: MC_CR_SO_30_A, MC_CR_SO_30_A2 and MC_CR_SO_30_B. You can find them in \data\sound\speech\executive officer.

You can also try this mod: Speech fixes and additions (http://www.subsim.com/radioroom/showpost.php?p=1476595&postcount=1).

For a complete list of all speech files (in german language), check the link above.

eatmafish
09-26-10, 01:39 PM
The files you are looking for are as follows: MC_CR_SO_30_A, MC_CR_SO_30_A2 and MC_CR_SO_30_B. You can find them in \data\sound\speech\executive officer.

You can also try this mod: Speech fixes and additions (http://www.subsim.com/radioroom/showpost.php?p=1476595&postcount=1).

For a complete list of all speech files (in german language), check the link above.

Fantastic! Thank you! I will check later :salute: