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indy
05-03-11, 08:28 PM
I got tired of not hearing a click before the depth charges exploded so I made my own.
http://www.mediafire.com/?ajvijbaoeo6el

I also worked on the Submarine_diesel_exterior wave, I added a bit of bass, so it does not sound so tinny and lowered the volume a bit.
http://www.mediafire.com/?jpwqk5zqgpk7b

Ship Siren_01-05. Found some ship horns and lowered the tone a bit.
http://www.mediafire.com/?i5582wqwf2jg3

amb_Harbour1. Added seagulls, ship horns, church bells, and Harbor traffic.
http://www.mediafire.com/?dq909crvb50tu

amb_Harbour2. Added Seagulls, Tug Boat, Church bell clock Tower Chimes, Fog Horn, Steam Engine Whistle, took out water lap sound per Zedi (http://www.subsim.com/radioroom/member.php?u=257150)
http://www.mediafire.com/?d4c8uqy4dfce8

Ship_CollisionAlarm_EXT. Different type of collision Alarm.
http://www.mediafire.com/?vbd7bjbburw7u

If you would please give me some feedback, likes or dislikes.
Hope you enjoy them. Indy:salute:

TheBeast
05-04-11, 05:50 AM
The Deisel Exterior Sound fantastic?:up:

The Depth Charge is also very good.:up:
- I think it fades away a bit to fast
- Adding bubbles breaking surface at end would enhance effect.

Zedi
05-04-11, 05:53 AM
Also the harbor sound good with horns &stuff, except the waves splashing on the beach.. that part should be filtered out..

stoianm
05-04-11, 07:15 AM
I like the ship siren sound... very realistic:)

lesec74
05-04-11, 11:52 AM
hello,

the sounds are great but how install it?
thanks

chun
05-04-11, 02:27 PM
hello,

the sounds are great but how install it?
thanks

you should create a folder, name it as you like for example, sounds Indy (named after its creator) in this data folder to a subfolder within a subfolder Sound data in this folder to copy the sounds sound in it, pass the folder Indy sounds to the MODS folder, activate JSGME should look like:
Sounds indy / Data / Sound
:salute:

Magic1111
05-04-11, 03:51 PM
Hi Indy !

I give your MOD a try :up:, but it would be nice if you offer your MOD JSGME-Ready as a package (and not every file separate) with the correct path structure for download! ;)

Best regards,
Magic:salute:

etheberge
05-04-11, 07:12 PM
Just yesterday I was reading James Calvert's book and wondering if I could find a depth charge sound with a clicking noise since he describes hearing it so well when under attack.

Talk about good timing!

Thanks Indy.

ETsd4
05-04-11, 08:39 PM
Real sound signal rules in restricted visibility (2 parts) =>
http://www.youtube.com/watch?v=pGchsu4dQjg
http://www.youtube.com/watch?v=56so_n4sowk
1 long blast = 4 or 5 or 6 seconds
1 short blast = 1 or 2 seconds


QE2, ship Horn, long blast (5 sec): http://newsquest.coull.com/newsquestflash/southampton/QE2horn.mp3
Other fog horn: http://www.youtube.com/watch?v=DZ-sY6NXsPg


140 Harbour ambient sounds for free => http://sounddogs.com/results.asp?Type=1&CategoryID=1010&SubcategoryID=16



Like ShipSiren_01.wav, ShipSiren_04.wav, ShipSiren_05.wav

indy
05-05-11, 09:08 AM
Hello ETsd4
Well that's very interesting, thanks for the information. Did those rules also apply in WW II I wounder? :hmmm:
I did the best I could with what the game offers, and searched the Net for original sounds. Always looking for new sound wavs, mp3's and realistic whistles, horns, bells, and engines. Now we have yet another Horn blast to add to the collection, if you dont mind I'll add it to the original post, with credit given to you? Thanks so very much, Indy :up:

mr.artur_96
05-05-11, 02:29 PM
I have noticed a problem when I have played with this sounds... I was depth charged today and when DC explodes there was no sound, not every explode of course. Lets say it was something like this : explode with sound and then explode without sound and again explode with sound and so on... I was obserwing whole situation by a periscope... I just dont get it man. :06:

stoianm
05-05-11, 02:31 PM
I have noticed a problem when I have played with this sounds... I was depth charged today and when DC explodes there was no sound, not every explode of course. Lets say it was something like this : explode with sound and then explode without sound and again explode with sound and so on... I was obserwing whole situation by a periscope... I just dont get it man. :06:
Depends what sound mod you are using i think and also i noticed that the sounds have setted in sh files a parameter for priority... so maybe it is normal to be like this... dunno for sure:hmmm:

mr.artur_96
05-05-11, 02:51 PM
Depends what sound mod you are using i think and also i noticed that the sounds have setted in sh files a parameter for priority... so maybe it is normal to be like this... dunno for sure:hmmm:

Im using capthelms sound mod with my little modification which includes couple differend sounds than in oryginal mod. I have just changed 3 meybe 4 mp3 files so I think this don't make this bug... What do you think stoianm ?

stoianm
05-05-11, 02:58 PM
Im using capthelms sound mod with my little modification which includes couple differend sounds than in oryginal mod. I have just changed 3 meybe 4 mp3 files so I think this don't make this bug... What do you think stoianm ?
I dunno for sure... i saw that some waves from depth charges explosion have priority 128 in sh file... i dunno what this mean... maybe it is not played all the time:hmmm:... stormy have a better ideea i think

ETsd4
05-05-11, 03:06 PM
Now we have yet another Horn blast to add to the collection, if you dont mind I'll add it to the original post, with credit given to you? Thanks so very much, Indy :up:

Ship's steam whistle of the Titanic (part was found in the debris field and was restored 1999):
http://ka0ywn.pages.mnns.com/titanicwhistle11.wav
(if the link not working click on the link with left mousebutton and download the flle with Save target as...)

If desired, use the sound files. No credits needed.

Sound signals are also used for manoeuvring and warning signals. Overview card for all the sound signals => http://www.dropanchorhere.com/fsetr/refsound.html

mr.artur_96
05-05-11, 03:16 PM
I dunno for sure... i saw that some waves from depth charges explosion have priority 128 in sh file... i dunno what this mean... maybe it is not played all the time:hmmm:... stormy have a better ideea i think

Meybe youre right but this makes me mad :damn:
What do you mean by "stormy have a better ideea " ?

stoianm
05-05-11, 03:21 PM
Meybe youre right but this makes me mad :damn:
What do you mean by "stormy have a better ideea " ?
I mean that stormy know better what that sh files it is doing... i mean those parameters from there

mr.artur_96
05-05-11, 03:25 PM
I mean that stormy know better what that sh files it is doing... i mean those parameters from there

Right :hmmm: I will ask him.

Stormfly
05-05-11, 05:42 PM
not shure if i touched those priority settings allready, but for shure some of the sound samples have a limited lenght, also some voice samples.

if your samples are to long, they play only one times ! ...so if you use different additional, maybe shuffeling deptcharge samples and one sample is to long ---- can happen.

also, sounds which are connected to a 3d model or position (like a deptcharge sound) have to be mono !

stoianm
05-05-11, 07:31 PM
not shure if i touched those priority settings allready, but for shure some of the sound samples have a limited lenght, also some voice samples.

if your samples are to long, they play only one times ! ...so if you use different additional, maybe shuffeling deptcharge samples and one sample is to long ---- can happen.

also, sounds which are connected to a 3d model or position (like a deptcharge sound) have to be mono !:sunny:... a lot of things make sens now.... so if i put 3d on a sound that is not mono it is not played... he he... what a nobie i was when i played with sh file... i made some sounds to work by misteake only:DL

mr.artur_96
05-06-11, 10:55 AM
:sunny:... a lot of things make sens now.... so if i put 3d on a sound that is not mono it is not played... he he... what a nobie i was when i played with sh file... i made some sounds to work by misteake only:DL

Youre lucky one :cool: