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View Full Version : New sound pack in works - ideas welcomed


B1989N
11-27-05, 06:35 PM
Hey all.

I am playing around with the sound files from many of the great ones available - incognito, SailorSteve, and the DB mod for SH2 as well as stock SH2 ones. FYI I am only working in German.

I like the Das Boot sound packs, but I hate the files that have music in the background, or the fact that some speeds are spoken and others are whispered. I am trying to make "reactive sounds" so that the DB crew reacts to your orders rather than redoing the given orders. So here is what I have so far:

I have added a bunch of Das Boot sounds to the stock files. What this means is that, for example, when you order Auftauchen, you will hear this:

"Jawohl Herr Kaleun.....Auftauchen"....and then the sequence from Das Boot beggining with the repetition of the order. The transition is really smooth IMO. This gives a really cool surface sequence. I also mixed in the Incognito file so you hear the valves turning and the water being pushed out by air. I did a diving sequence as well in the same manner. You also hear the LI in the background adjusting the attitiude of the boat and trimming it.

Redid the ambient loop from the SH2 DB pack. Added a couple of doors closing, whispered German, and the LI adjusting boats attitiude.

Working on a good ship sinking sound mixed from different ones as well. Also trying to clean up sound files from the movie to add more reactions to more orders. I have a pretty cool sound editing program so I will see what I can come up with.


Sorry it is so long. If anyone wants to hear some examples I can provide vie email, and any and all ideas welcomes. I know sound is a sticky issue, especially the goofy ship speeds.

HEMISENT
11-27-05, 09:16 PM
Sounds good - keep us posted. :up:

lafeeverted
11-28-05, 02:00 AM
Your job will never be done! We spent months on the DBSM-Projekt Schwertfisch Mods and updates for SH2!!! if you are using those sounds ,make sure you have gotten up to the SP-3 pack, that will contain the final versions. Some music was unavoidable in a couple sequences. All those files were painstakingly mixed. If you are doing sounds that loop, be very precise in the end cuts, otherwise you will get irratating clicking sounds.

I recently deleted all my DB master files that included the entire audio recording of the movie and individual sequences/scenes. i swore i would not tackle this project again for SH3! Now I am reconsidering.

I wonder if anyone has incorporated the DB soundtrack into SH3. If not, I may consider that.

if you have any questions, please ask. I'll do my best to help.

Marhkimov
11-28-05, 02:04 AM
I have a question...


I have never played SH2 and have no clue what is going on. What are you guys talking about?

lafeeverted
11-28-05, 02:08 AM
DBSM ( Das Boot Sound mod) - Projekt Schwertfisch

This was a nearly complete reworking of the stock game sounds to the audio and effects from the movie. Every bit of speech, dive sequence etc... was adapted to the sound files. SH2 became Das Boot.

Here's more info if you need it marhkimov, although it is not of much use now. Funny first post in the the second link!

http://www.subsim.com/phpBB/viewtopic.php?t=19849&highlight=

http://www.subsim.com/phpBB/viewtopic.php?t=26623&highlight=

Hudsonhawk
11-28-05, 09:39 AM
I had this "Mod"...and it was EXCELLENT!!!!!!!I would be a willing member to help......if you need any..with the SH3....project.
Should you decide to take it on... :ahoy:
I have the : Un-Cut version and the
Directors Cut.......of Das Boot......
plus i have alot of time at night to work on it... :up:

CB..
11-28-05, 09:56 AM
the DBSM was superb!!

say has any one thought about using the dynamic music system in SH3

have you noticed that the music changes according to your current situation?

when your safe and cruising it plays more relaxed music--
when your in battle it plays more exciting music---

the music files are labelled according to the sort of situation they will be heard-- with a randdom selection made from the three or more available music files
for example some are labeled

battle1
battel2
battel3 etc etc

others are labeled
hightension 1 etc

there's stalker1 2 and 3 etc
and tension 1 2 and 3 etc

victory 1 2 and 3 etc etc

even joy 1 2 and three

these don't have to be music you know!!!
they could be valves opening and closing- crew conversations -clanks bangs drips- anything you want really--all dynamically played when the situation is triggerred-- battle sound s only play when in battle etc etc--

what a great system---anybody done anything with it yet? as it picks a random selction from the battle sounds when in battle the sound scape would never be the same twice
and i'm betting your not limited to just battle 1 2 and 3 etc

i reckon you could just as easily go up to battle 124 and the game would automatically randomly pick a battle sound to play from the full list of 124 sound files when you are in combat- and revert to a sound file chosen from the tension list after the initial combat as you are escaping (tension-high tension etc) or being stalked or stalking etc etc--infinite variation dynamic AND random

Dowly
11-28-05, 10:04 AM
CB that´s a great idea! Hopefully someone does it! :up:

Schultzy
11-28-05, 10:31 AM
CB that is a genius of an idea!! :o

Now, with the talent that we have available to us on this board, someone is bound to be able to do it!! Oh man!! :rock:

B1989N
11-28-05, 10:34 AM
Wow lots of feedback here! Awesome.

So far I am not going to add the speeds into it. I am just not happy with the inconsistancy of the ones from the movie. Now, I can speek enough German to re-record the sound files myself, and it would not really take that long, but there would be no variation. I like that there are 9 different voices and that is why I have chosen to make a more "reactive" approach. That way you will get the correct crew member replying and then the DB crew reacting.

THe music idea is a good one as well.

I am also going to see what I can do to get rid of that rediculous ship exploding as it sinks sound. That might be a good spot for some happy German speech about success, eh?

THanks for the offers - I have Das Boot the DC on DVD and might hunt through it for some more speech. It is going to take a while to rip the whole track, but most of my files will be from the LI and the 1WO. Maybe some others as well.

Cheers and keep the ideas coming.

CB..
11-28-05, 10:49 AM
:up: cheers guys -- i'd do it myself but i'm lazy and as i have only got a modem i'd never be able to up-load the results
but it seems to me if you use the dynamic music system for all the long ambients sound effects you can keep the speech/ comands/ responses and other sound files relatively short preventing the old "queing up" that was the only issue with SH2:

if it is correctl that there isn't a limit to the number of correctly named "music" files (tension1.ogg right thru to tension200.ogg and so on)
there's no limit to to dynamic effect that could be made ( lot of work of course)

CB..
11-28-05, 11:09 AM
:|\ yup it'll work---

just edit the music.cfg file to use the full list of sound files you have available - it's sorted into the different catogorys so it's fairly straight forward- no obviuos limit to the number of files you can add

perfect-- who could ask for more? only limitation being it stops playing music when you turn the gramophone on-- not the end of the world really if you think about it--hum ;)

[NORMAL]
Tracks=5
Track1=Stalker_1_Mix.ogg
Track2=Stalker_2_Mix.ogg
Track3=Stalker_3_Mix.ogg
Track4=Stalker_4_Mix.ogg
Track5=Stalker_5_Mix.ogg

[BATTLE]
Tracks=6
Track1=Battle_1_Mix.ogg
Track2=Battle_2_Mix.ogg
Track3=Battle_3_Mix.ogg
Track4=Battle_4_Mix.ogg
Track5=Battle_5_Mix.ogg
Track6=Battle_6_Mix.ogg

[TENSION]
Tracks=5
Track1=Tension_1_Mix.ogg
Track2=Tension_2_Mix.ogg
Track3=Tension_3_Mix.ogg
Track4=Tension_4_Mix.ogg
Track5=Tension_5_Master.ogg

[HIGH TENSION]
Tracks=5
Track1=High_Tension_1_Master.ogg
Track2=High_Tension_2_Master.ogg
Track3=High_Tension_3_Master.ogg
Track4=High_Tension_4_Master.ogg
Track5=High_Tension_5_Master.ogg

[VICTORY]
Tracks=3
Track1=Victory_1_Master LOOP.ogg
Track2=Victory_2_Master LOOP.ogg
Track3=Victory_3_Master LOOP.ogg

[DEFEAT]
Tracks=2
Track1=Defeat_1_Mix LOOP.ogg
Track2=Defeat_2_Master LOOP.ogg

[JOY]
Tracks=3
Track1=Joy_1_Master.ogg
Track2=Joy_2_Master.ogg
Track3=Joy_3_Master.ogg

Hudsonhawk
11-28-05, 11:18 AM
GENUIS!!!!!!!!!!! :sunny: :sunny:

MarkT79
11-28-05, 12:40 PM
I'd like to hear the ship sirens merged with the ship fire sound and a few muffled explosions added to the mix, I heard something simmilar in the "sink the tanker" movie on u-boot.realsimulation.com

DJ Funk
11-28-05, 12:57 PM
Heh. These things never grow out of fashion. Fortunately I still have all my libraries, superbit version of DB, the miniseries, you name it. Im’ also regaining some interest to this title I bought a good while ago & then shelved. Ya never know what comes out with some time & pressure :hmm:

lafeeverted
11-28-05, 01:12 PM
Hey DJ, good to "see you" again. I do miss the DBSM sounds in SH3. i haven't d/l Sailor Steve's conversion pack, I wanted to hear the stock sounds and see what other mods had been done. The nice thing about DBSM in SH2 was that most of the sounds were changed so that the effects/voices all ran smoothly together. In SH3, there are so many more sounds that the pack might sound disjointed unless alot of remixing were done.

Using the music files as sound triggers could be implemented. Choosing the right sound to rplace the music could get tricky. Based on the situation, are you submerged vs. on the surface, will the sounds work for both scenarios etc...

Dowly
11-28-05, 03:06 PM
The thing I would like to see, if someone makes a " dynamic music/SFX" mod would be to hear lots of talking and something like the "internal life mod", but more everything, when sailing. Then when stalking someone, it would be totally quiet etc. It would be really big boost to the immersion... atleast for me! :roll:

DJ Funk
11-28-05, 03:47 PM
Hey DJ, good to "see you" again. I do miss the DBSM sounds in SH3...

I hear ya. I'm currently running Real Uboat mod plus some stuff I converted from DBSM while ago. I haven't tested any of the other stuff out there but at this point it's pretty pointless anyway. I need a good base to start & that's what I'm looking for now. Superbit might hold a key to that.

In many ways SH3 is better & bigger as you've got kazillion of those ogg files & they're changing by the mood. Then there's the stuff CB found lol. There's surely enough ground to cover & then some but the engine is also grinding from the same spots as the previous one. For example you'll have the same "explosion" sound for many different events. That really sucks. Also it seems SH3 sound engine wont allow that much stereo around anymore so you'll lack the dimension. I think you can compensate some by kicking up the bitrate though :cool:

Sailor Steve
11-28-05, 10:58 PM
My entire sound file set was converted directly from DBSM. I've been waiting until I could afford an audio DVD ripping program, because the 'Uncut' Version has so many more good sounds on it. But...if Lafeeverted and DJ Funk are considering fixing it all, then I'll just sit and watch (or listen).

Oh, and B1989N, you're idea is a good one too.

I'm waiting to hear the new stuff.

Hudsonhawk
11-28-05, 11:20 PM
Well Lafeeverted...showed me the "Right Direction".... :up:
I purchased Goldwave program tonight (sound editor)...... :sunny: .........I really see all the work both DJ Funk and Lafeeverted put into SH2.... :huh: ......This is a BIG TASK!!!!!! SH3...sounds....

Currently i'm working on "Bursting Bolts" from Das Boot.
As well as trying to incorporate the "Sinking ship popping Sound"

If you guys are willing to answer a couple of questions from now and then........i'm gonna see what i can come up with...Sooo far so good. :up:

sultanoswing
11-29-05, 12:52 AM
I run several tracks from the Das Boot soundtrack in my SH3's music folder. I haven't comprehensively done everything, but it works well in practice and the dynamic changes are appropriate.

Here's my music.cfg file. The titles are as they appear on the 30-track 1997 edition of the Soundtrack (available here (http://www.amazon.com/gp/product/B000002JDA/002-0187503-4983261?v=glance&n=5174&v=glance)).

[GENERAL]
CertainityTime=2
MinDuration=120
FadeTime=2

[STATES]
States=8
State1=BEGIN
State2=NORMAL
State3=BATTLE
State4=TENSION
State5=HIGH TENSION
State6=VICTORY
State7=DEFEAT
State8=JOY

[BEGIN]
Tracks=3
Track1=01 - Anfang.ogg
Track2=02 - Titel.ogg
Track3=05 - Auslaufen.ogg

[NORMAL]
Tracks=3
Track1=02 - Titel.ogg
Track2=05 - Auslaufen.ogg
Track3=14 - Warten.ogg

[BATTLE]
Tracks=5
Track1=04 - U 96.ogg
Track2=07 - Konvoi.ogg
Track3=08 - Angriff.ogg
Track4=10 - Heimkehr.ogg
Track4=25 - Konvoi (with Effects and dialogs).ogg

[TENSION]
Tracks=3
Track1=11 - Bedrohung.ogg
Track2=13 - Gibraltar.ogg
Track3=16 - Auf Grund.ogg

[HIGH TENSION]
Tracks=2
Track1=08 - Angriff.ogg
Track2=17 - Eingeschlossen.ogg

[VICTORY]
Tracks=2
Track1=21 - Muss I Denn.ogg
Track2=Wehrmachtsmärsche - Erzherzog Albrecht Marsch.ogg

[DEFEAT]
Tracks=2
Track1=09 - Inferno.ogg
Track2=06 - Erinnerung.ogg

[JOY]
Tracks=2
Track1=18 - Rettung.ogg
Track2=19 - Rückzug.ogg


I converted the wav/mp3's to ogg easily, using Foobar2000. Oh, and that Albrecht Marsch is from a seperate CD (the music is when the boat returns to base in the movie, but is not on the soundtrack CD).

SoS

Vader 1
11-29-05, 01:08 AM
DBSM-Projekt Schwertfisch with all additions was IMHO the "holy grail " of SH2 mod. DJ Funk and lafeeverted's work on this reinvented the game for many of us old SH2 players. I can't even begin to think of the hours they must have spent.... oh BTW all for free !!!!!.
Gents I still actively play SH2 and while I have taken FX tracks out of SH3 and remixed them the DBSM in addition to SP1 & SP2 are still the backbone of my system. :rock: :rock: :rock:
Vader

lafeeverted
11-29-05, 11:03 AM
Hey vader 1 ! We squeezed every bit out of DB that we could to convert those sounds. it took months, or at least felt like it :lol: The time commitment is what keeps me from doing this again. I just bought a house and just don't have the time to dedicate to this 100%. The super-bit is a dramatic imrovement in sound quality, worth the extra money for yet another version of DB, I have 3 :rock:

Although I am biased, the files of DBSM-PS are the best available. We were lucky enough to have access to someone who was there :up: If a question came up about what would be the correct sound, sequence of sounds, volume levels we did our best to get it right. Of course, we were working from the best source out there. DJ did a lot of custom work, you won't find better quality. It is tricky to balance what you would like to hear,(Hollywood effects and other incorrect sounds), what you think is right and what actually should be heard.

Hudsonhawk
11-29-05, 04:22 PM
I'd like to hear the ship sirens merged with the ship fire sound and a few muffled explosions added to the mix, I heard something simmilar in the "sink the tanker" movie on u-boot.realsimulation.com

Not a bad idea....... :hmm: .......It might work............ :hmm:

Let me look into it.....

B1989N
11-29-05, 11:16 PM
I think ripping the Das Boot soundtrack and offering it for download as a music soundpack would be an illegal endeavour, no? Sound bites are one thing, but I wonder about the music track.

Marhkimov
11-30-05, 12:38 AM
As of now, isn't it legal to rip music and place it on p2p file share programs (limewire and such) ?

If so, then taking the Das Boot soundtrack and re-releasing it as a SH3 mod should be perfectly legitimate... Right?

glenno
11-30-05, 12:55 AM
I would like all the ogg files to work that are in the speech folder . Example is the screams ogg . I guess if they used that maybe the game would have needed a different classification such as horror . Just guessing .

DJ Funk
11-30-05, 02:53 AM
It seems they supplied extra sound files once more as they did with SH2. This certainly makes things tricky as you have to identify which sounds are actually heard in the game. I'm pretty sure those extra bites can't be used but by changing the filename to something else.

Hudsonhawk
11-30-05, 08:48 AM
sailor Steve.......how do you test your sounds out? When i try .....i go to the Naval Academy. Once there i go to torpedoes..and fire at the targets......

Sailor Steve
11-30-05, 10:51 PM
I used GoldWave to do all the conversions, and then used it again to listen to them. Other than that, I just wait and see how they sound in the the game.

Hudsonhawk
12-01-05, 08:24 AM
I used GoldWave to do all the conversions, and then used it again to listen to them. Other than that, I just wait and see how they sound in the the game.

RgR....that's what i'm useing..... :hmm: ....ok......

Lastnight i was working on the Ship Fire 1 trying to mix in sirens,bells and Ship distress horn. On Goldwave it sounded GREAT!
But in game i wasn't able to get the sound....when a ship was on fire. :stare: :x sooooo back too the drawing board.... :hmm:

gouldjg
12-01-05, 09:25 AM
Hey guys

After reading this small article a ducimus found, I am wondering if a similar sound mod for this games DC's could be created.

Is there one already available that has that click before exploision.?

irish1958
12-01-05, 09:58 AM
Fix the stupid cheers.
irish1958

lafeeverted
12-01-05, 11:33 AM
the click is a cool sound but not realistic to hear it within the sub. The DC would have to be directly on top of or beside the sub, then you would probably be dead!

gouldjg
12-01-05, 11:40 AM
Oops sorry

I just read this.

http://www.chinfo.navy.mil/navpalib/ships/submarines/centennial/schratz.html

It may be rare occasions but It sounds cool to me.

Anyway, I am intending on changing my DC damage rates and ranges to compensate.

Whats the best free sound editing pack and I will have a go myself.

lafeeverted
12-01-05, 11:46 AM
I should rephrase what I wrote. The clicking sound would always be there. In the game it would not be realistic because the DC's are not always dropped so accurately for you to hear the click, yet the click would be played for every DC explosion. There aren't multiple files for varying distances of drop. If it were possible to add new files and get the game to recognize them, then implementing a click of the detonator for a very close drop would be very cool, you would know you were in for a rough ride.

gouldjg
12-01-05, 11:50 AM
I understand now :yep:

The penny dropped when I was thinking about it.

Thanks

lafeeverted
12-01-05, 11:56 AM
If you want the click you should certainly put it in. I used it for a long time in SH2. I may still have a version of it, if I can find it I will send it to you. It will have to be converted to ogg. Let me look around...

Hudsonhawk
12-01-05, 01:03 PM
lafeeverted......are all the files...(sound effects) ogg? I know that the Speech sounds are...... :doh:

lafeeverted
12-01-05, 01:55 PM
My mistake, effects are waves. I remember a thread about making sure the files were in the correct format( hz, bps, stereo/mono, etc....) otherwise there might have been some crashes. Using your sound editing program you can check the properties of the SH3 files and just reformat the SH2 sounds to match to avoid any potential CTD's.

gouldjg - sorry, I no longer have the DC with click wave.