View Full Version : Quick question about moding sounds...
Benzin1973
06-28-16, 06:55 PM
In GWX, when you hit a ship with a torpedo, or destroy any kind of enemy (plane, ship, etc) the crew will cheer with a sound from the Das Boot movie.
In LSH3 you hear a "Yaaaah!".
I also notice that on vanilla no "cheer" file is played at all.
I know this sound files are "Ono_Cheers0X.ogg", but i cant figure out from where is the sound called from.
In other words, in what file is it said that this file should be played when the proper events are triggered? it doesnt appear to be in sh3.sdl.
What file did GWX & LSH3 modify to make the "cheers" sound file be called when appropiate?
Im working on a mini-mod just to "enhance" vanilla a bit (for low end PCs), and i just want to make my crew cheer when appropiate. :)
any help appreciated.
Mittelwaechter
06-28-16, 08:29 PM
Why don't you modify the "Torpedotreffer" ogg file of the Weapons Officer?
Add a short silent sequence and then let the crew 'yippieeee' - and maybe add the 'shhhh - silent!' order too. :)
And for more fun - add Bernard telling the joke of the old woman and the horse while playing Wagner's Tannhaeuser Overture.
You can add whatever you want to any sound file.
Edit: Ono_Cheers01.ogg and Ono_Cheers02.ogg are in Vanilla - and GWX used them for the Yippieee, after hitting ships or aircraft. LSH left them unmodified.
While you are at it - the creeking sound 04 at deep depth should have some comment of fear, by an unknown crew member in your own voice...
Benzin1973
06-28-16, 10:07 PM
Hi! thanks for your answer.
I guess i could modify the torpedo file and append the "cheer" to it, but im REALLY curious of how GWX and LSH3 do it.
I have looked in the sh3.sdl file (again), the .dat files for the submarines, the MESSAGE_XX files, check for sound dedicated .dat files under Library/, files under Crew/...
I just cant find it How do they call this file to be played!
googling arround i read there is some bug in vanilla in wich people with speech set to german dont hear the cheers while ppl with english voices do, but i have not found how they fixed it.
Mittelwaechter
06-29-16, 04:36 AM
LSH didn't mod the original Vanilla file. If someone had problems playing the file - maybe they solved the problem by replacing a German cfg file with an English one (it might even be a patch problem - solved by 1.4b).
I don't know the bug and can't help you here, but the LSH team is around...
GWX/A Modder replaced the original Vanilla Yeah/Jawohl soundfile - triggered from sh3.msg or SH3Sound.act or Sound.act or whatever - I don't know.
Obviously they created no new trigger, didn't call the file from an unknown source, but simply replaced the soundfile with another one.
The 'call' at the correct moment is perfectly programmed - somewhere.
To program a new event/trigger/message call, I guess you would have to have the Software Development Kit Ubisoft promised to provide, but refused to hand out.
A Hex Editor and a few intense weeks of try and error might do the job.
But I could be completely wrong here...
EDIT: edit: - no, I changed my mind... ;)
Edit3: http://www.dependencywalker.com/
Benzin1973
06-29-16, 08:46 PM
I dont think dependency walker would work here, because it will show that the sound file is called by sh3.exe, but it wont tell me wich configuration file tells the .exe to call that file.
I just cant figure out. I have tried placing sound related files from GWX (e.g. sh3.sdl), quadruple check the .dat files under library for anything related to speech, looked under Cfg, etc. the only other .dat files i found on GWX & LSH are related to lipsinking.
And still those dang cheers are never heard! :/\\!!
I really like the little mod i made, added dragable stopwatch from GWX, atmosphere of LSH, set visual range to 12km, added a nomograph, bearing overlay, etc. A lot of goodies to make vanilla play better. And it feels nice, game loads extremely fast, zero CTDs, i can save while submerged without CTDing later while loading (so far, still testing)...
I like it!
But i need my cheering when i destroy something! :har:
Benzin1973
06-30-16, 02:06 AM
Finally! :rock:
That sound file ono cheers xx is defined to be called on an event called "hunter success", on a file called PUMP.dat in the library folder. Vanilla has it (wrongly) set to call ono_cheers04, wich is incorrect. Changed it to the correct ono_cheers01 in all instances, and it works!
Man, that was hard to find!
Mittelwaechter
06-30-16, 04:25 AM
Congratulations! :up:
So could you trigger two different files - one for hunter success 'torpedo' and one for hunter success 'aircraft'?
There's a cheers_01 and a cheers_02 in Vanilla. Are they called randomly - alternately?
Or are they/could they be played accordingly to the different events?
Benzin1973
06-30-16, 04:40 AM
Congratulations! :up:
So could you trigger two different files - one for hunter success 'torpedo' and one for hunter success 'aircraft'? Thanks!
Thats a good question!, to be honest i dint mess with it, i just corrected the values (see below). But there are 3 instances where the "ono_cheer" file is called, all 3 are in diferent sections, under "hunter success" parts that seem otherwise identical.
There's a cheers_01 and a cheers_02 in Vanilla. Are they called randomly - alternately?
Or are they/could they be played accordingly to the different events?On the vanilla file, either 01 or 02 are called. It only calls cheers_04 in all 3 instances where it calls a "cheer", and since cheers_04 doesnt exsist in the german speech files section, thats why nothing is really played). GWX replaces this calls to cheers_04 for calls to cheers_01. Nowhere in the file did i see a reference to cheers_02 :hmmm:
Oh well, i got my cheering back! :rotfl2:
Now, its time for LESS modding, and MORE playing! :woot:
My little mod came out very nice! looks nice, loads fast, no CTDs. Me likes!
Mittelwaechter
06-30-16, 05:59 AM
The pump sailor...
There is a hunter success in Stalker Idle and in Prey Idle triggered - both call cheers_01. Will do some testing myself...
Great find!
Have fun playing!
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