View Full Version : CREEEEAAAAKKKK!!!
Sailor Steve
03-28-06, 01:04 PM
Hi all!
I'm still partway through downloading TWGWM (The Wonderful Grey Wolves Mod), since I have to go to a library to download and my nice little Flash Drive only holds 250MB.
Being myself I always look at each file and use what I like, rather than installing the whole thing. I was listening to the different sounds in GW and I realized I liked the creaks I was using more than I liked the new ones, so I thought I'd share.
If I remember rightly, they're from DBSM (Thanks, Lafeeverted and DJ Funk!). I'll check on that tonight.
Anyway, I find them atmospheric to the extreme:
http://rapidshare.de/files/16649677/Creaks.7z.html
Kpt. Lehmann
03-28-06, 01:24 PM
Those are pretty cool Steve. The nice thing about modding is that if you don't like something you can usually change it! :up:
lafeeverted
03-28-06, 01:51 PM
I still use those DBSM files myself (imagine that!). Sailor Steve, you ever have a problem with one of the creak files getting caught in a loop?
Ducimus
03-28-06, 02:13 PM
Good greif, where have these files been hiding? These are awesome!
Sailor Steve
03-28-06, 02:39 PM
I still use those DBSM files myself (imagine that!). Sailor Steve, you ever have a problem with one of the creak files getting caught in a loop?
Yes I have, among other things. I just attributed it to not being able to afford a real sound card.
lafeeverted
03-28-06, 03:23 PM
I can't figure it out, it only seems to be one of the creak files, everything else seems fine. Those are awesome files mixed together by DJFunk. :up:
Ducimus
03-28-06, 04:30 PM
I still use those DBSM files myself (imagine that!). Sailor Steve, you ever have a problem with one of the creak files getting caught in a loop?
Yes I have, among other things. I just attributed it to not being able to afford a real sound card.
While im no sound engineeer, my kneejerk reaction is the sampling /bit rate is too high. I have this skipping problem with these sounds too, but i also have a prolbem with the exterior diesal engine noise cutting out if i pause the game for whatever reason.
So im hopinig that maybe loading these sounds in some program and saving them at a lower quality might fix it.
lafeeverted
03-28-06, 04:38 PM
Give it a try, hopefully that will fix it. I only have trouble with the creak files but I have not been able to isolate if it is a single one causing it or when played in combination( going from one depth to another triggering file to be played simultaneously) . I know when I did them for me own conversion I matched the sample rates of the original files.
Ducimus
03-28-06, 05:24 PM
I know one of them was stuck and was skipping like a broken record, even after i surfaced. If its not the sample rate, my guess is the length of the sound file is creating conflicts.
lafeeverted
03-28-06, 07:34 PM
that was my guess as well, I have been switching a couple different creak mods in and out. Only the DBSM files seem to get stuck.
Ducimus
03-28-06, 10:59 PM
Whats a good freeware sound editing program? One that lets me change its bitrate and edit out segments of the sound file? (so i can make it shorter if need be.)
I really like these files and i want to get them to work.
Ducimus
03-29-06, 04:36 AM
Nevermind, i forgot about good ole "sound recorder" thats pretty much standard with windows.
After much experimentation im 90% sure that it's the duration of the sound files that is causing the skipping/hanging.
Looking at other creak files they dont seem to exceed 14 seconds in length.
The files in question here range from 30 seconds in length at the low end, up to a 1:05 mins on the high end. So i think they're all running into each other . On a side note, ive noticed is that all creak files are 22KHZ, 2 channel 16 bit stereo. Most sound bytes are 16 bit mono. Im wondering if dropping them down to mono will do anything, but im skeptical about it.
I suppose i could try this later, but im a bit tired of looking at this already.
Ive edited the crap out of the orginal files and got 3 of them down to around 13 to 17 seconds in length. Creak file number 3 is the dozy thats 1 min long. I chopped that down to about 30 seconds.
Tested them alltogether, and it sounded aweful, but i had NO SKIPPING. I did my best to edit the files so they sounded smooth, but the sum of the whole left somethign to be desired, so ive just scrapped it and deleted what i made, it just wasnt worth using as the atmosphere from the orginal and unedted files was totally lost.
The Avon Lady
03-29-06, 04:55 AM
Personally, I have been very happy with ICBM's Water Pressure Effects Mod (http://www.filefront.com/?filepath=/theofpfaq/sh3/SH3_Mod_ICBMsWaterPressureEffects.rar).
DBSM's are so completely different from the others.
I wonder which are truly more realistic. :hmm:
lafeeverted
03-29-06, 10:37 AM
The stock creaks were also 2 channel. Many of the direction specific sounds are one channel, an explosion or speech for example. that way when you are standing beside the CE when he gives a report it sounds like he is standing beside you rather than on both sides.
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