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-   -   [REL] Sound Distance Boost (https://www.subsim.com/radioroom/showthread.php?t=121540)

leovampire 10-04-07 09:28 AM

yep it works well in the game
 
Thanks for doing it Wilhemtell. Sorry I didn't check it out sooner.

WilhelmTell 10-04-07 11:42 AM

Nice to hear that some people use it. Thanks alot, guys ! :sunny:

leovampire 10-09-07 03:58 AM

would you be willing to increase a few sounds?
 
Quote:

Originally Posted by WilhelmTell
Nice to hear that some people use it. Thanks alot, guys ! :sunny:

Like the creaking sounds for the sub's. I find they are a little too quiet for me. Maybe if they slowly got louder the deeper you go if you under stand what I mean?

Slightly louder for 1 then more for 2 and so forth. I want to get nervous when I go deep with the sub.

WilhelmTell 10-09-07 03:32 PM

That sounds like a good idea. But for some reason the 'Creaks_Level1.wav' to 'Creaks_Level4.wav' aren't listed in the SH.sdl. Which means that those Creaking sounds are not implemented in the game.:hmm:
I am sure I heard them in SH3 but in SH4 they are just unused sound files I think.

leovampire 10-09-07 03:39 PM

I hear them in my game okay
 
Quote:

Originally Posted by WilhelmTell
That sounds like a good idea. But for some reason the 'Creaks_Level1.wav' to 'Creaks_Level4.wav' aren't listed in the SH.sdl. Which means that those Creaking sounds are not implemented in the game.:hmm:
I am sure I heard them in SH3 but in SH4 they are just unused sound files I think.

They are just too quiet for my taste. I have only been able to change them to set's that are a bit louder in how they are made but figured they were adjustable like you did with the others.

kriller2 10-09-07 04:10 PM

Nice work on this one, just downloaded it and tested it, the sounds are much better now on my Audigy 2 :p
Kriller2

WilhelmTell 10-10-07 08:28 AM

Quote:

Originally Posted by leovampire
I hear them in my game okay
They are just too quiet for my taste. I have only been able to change them to set's that are a bit louder in how they are made but figured they were adjustable like you did with the others.

Just had a second look into the file and found only this here, which seems to correspond to the creaks:
Interior.Playlist.DepthCranks
So there is no possibility to change volume for every single creak-sound to a different level.

What we can do is to change each creak wave file's sound volume via a sound editor to accomplish what you have suggested.


Quote:

Originally Posted by kriller2
Nice work on this one, just downloaded it and tested it, the sounds are much better now on my Audigy 2 :p
Kriller2

Thanks alot, Kriller.

ReallyDedPoet 10-10-07 09:02 AM

Just saw this WT, d\l it now, thanks :up::up:


RDP

leovampire 10-10-07 08:33 PM

yep your right DepthCranks is the one for the creaks
 
Quote:

Originally Posted by WilhelmTell
Quote:

Originally Posted by leovampire
I hear them in my game okay
They are just too quiet for my taste. I have only been able to change them to set's that are a bit louder in how they are made but figured they were adjustable like you did with the others.

Just had a second look into the file and found only this here, which seems to correspond to the creaks:
Interior.Playlist.DepthCranks
So there is no possibility to change volume for every single creak-sound to a different level.

What we can do is to change each creak wave file's sound volume via a sound editor to accomplish what you have suggested.


Quote:

Originally Posted by kriller2
Nice work on this one, just downloaded it and tested it, the sounds are much better now on my Audigy 2 :p
Kriller2

Thanks alot, Kriller.

And they are set up in the Interior file's for the sub's CR.dsd files to be exact.

Sound Play list properties:

But I don't see individual sound volume control's as of yet in my search. But I will keep looking none the less unless someone set's up differn't volume's for the actual sounds.

panthercules 10-11-07 09:36 PM

I was going to try this out, but when I tried installing it JSGME reported that this file had already been altered by the Kosh Stealthy sub mod. I like that mod, so I was going to try to make these changes manually to the file from that mod, but I couldn't open/manipulate the file with S3D (I thought I had seen some post somewhere about being able to edit the .sdl file with S3D, but I can't seem to find it again and am probably remembering it wrong anyway).

I've never really gotten the hang of hex editing - is there any reasonably easy way to make these changes to the .sdl file so I don't have to lose whatever the Kosh mod did in order to try this out?

leovampire 10-11-07 09:50 PM

I deleted that sdl file from Kosh's mod because the engine sound was too loud
 
Quote:

Originally Posted by panthercules
I was going to try this out, but when I tried installing it JSGME reported that this file had already been altered by the Kosh Stealthy sub mod. I like that mod, so I was going to try to make these changes manually to the file from that mod, but I couldn't open/manipulate the file with S3D (I thought I had seen some post somewhere about being able to edit the .sdl file with S3D, but I can't seem to find it again and am probably remembering it wrong anyway).

I've never really gotten the hang of hex editing - is there any reasonably easy way to make these changes to the .sdl file so I don't have to lose whatever the Kosh mod did in order to try this out?

His sdl file over powered the rest of the in game sounds and the radio playing but used his other sounds instead without it. But what WilhelmTell is using to make changes is a simple set up from skwasjer to give the temp ability to make some changes to the sound controls until he gets it implimented to the S3D editing tool and released.

panthercules 10-12-07 01:05 AM

I'm not sure what the .sdl file does as compared to the other sound files in the Kosh Mod - is it just a volume controller kind of file, so replacing it with the one in this thread wouldn't really lose much of anything in terms of the sounds the Kosh mod added?

leovampire 10-12-07 01:13 AM

It is a controler of sort's for the sound's
 
Quote:

Originally Posted by panthercules
I'm not sure what the .sdl file does as compared to the other sound files in the Kosh Mod - is it just a volume controller kind of file, so replacing it with the one in this thread wouldn't really lose much of anything in terms of the sounds the Kosh mod added?

Some of the sound effect's have extra volume controls in it and other adjustments. With out Kosh's sdl file the sounds go back to stock value in volume. With Willhemtell's sdl file some of the control's have been changed for sounds so they can be heard further away than normal. That is the best way I can explain it from looking at their files and changes vs the small program skwasjer made.

WilhelmTell 10-12-07 03:39 AM

That's right.
The SH.sdl file controls the
  • volume
  • volume variability
  • sound's minimum radius in meters
  • sound's maximum radius in meters
  • pitch
  • pitch variability
  • delay
  • doppler factor intensity
for almost every sound effect in the game, except all the crew speech files.
Also it controls if a sound is looped (like wind) or just played once (like cannon shots).

Skwasjer has made an excel document which lists all the original settings in this file in tabular form. You can find a link to it in the first post.
I used this in order to find the values with an hex editor much easier. I never hex edited before but I found out it is relative easy work.

Finally, what I did is to increase most sound's minimum and maximum radii which means you can hear the sounds at greater distances. For example you can hear machine gun fire 1 kilometer away now, before it was 0.3 kilometer.
For example:
min radius 100
max radius 2000
-> the sound file will be played at full sound volume up to 100 meters. After that distance, the sound slowly fades out until it has reached the max radius of 2000 meters. At 2000 meters the sound cannot be heard anymore.

I don't know exactly what kosh did with the SH.sdl in his sound mod, but I think he just raised the sound volume of some sounds, not the radii they can be heard.
Just try my file out and see if anything works fine.
There should be no problem at all, maybe the sub's engine sounds are more soften, as my "mod" uses the original sound volume. That's what leovampire already noticed.
If you don't like it simply deactivate via JSGME.

panthercules 10-12-07 09:58 AM

Cool - thanks for the prompt and thorough explanations - I've loaded this up and will give it a try as soon as I can get back to sea :up:


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