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-   -   [REL] "Wasserbomben!" sound fix (https://www.subsim.com/radioroom/showthread.php?t=179534)

Rongel 01-26-11 04:08 PM

Quote:

hmm... there is a small problem, if TDW`s explosion particles hit the water, maybe after a torp impcat, the "wasserbomben" sound is also triggered then.
Sh*t! It was too easy I guess... Ok, let's figure a way to fix this. I guess one way is to remove TDWs particle sounds but ofcourse this is a nasty solution. I could try to add wasserbomben sound to another depth charge related sound like "Depth charge under-water trail.wav" but I'm not sure if it works. But I won't rest until this is fixed! This is a really important issue, especially if you are playing without external camera! Sadly I can't do this today or tomorrow probably, so feel free to tinker with this if you want!

Quote:

btw... this is expandable with more random reports and or scared crew mumbelings and so on
It seems that you can use here only really short audio clips, like 1,5 seconds at max. Don't know yet why...

stoianm 01-26-11 04:20 PM

Quote:

Originally Posted by Rongel (Post 1583448)
Sh*t! It was too easy I guess... Ok, let's figure a way to fix this. I guess one way is to remove TDWs particle sounds but ofcourse this is a nasty solution. I could try to add wasserbomben sound to another depth charge related sound like "Depth charge under-water trail.wav" but I'm not sure if it works. But I won't rest until this is fixed! This is a really important issue, especially if you are playing without external camera! Sadly I can't do this today or tomorrow probably, so feel free to tinker with this if you want!



It seems that you can use here only really short audio clips, like 1,5 seconds at max. Don't know yet why...

If you will try to add wasserbomben sound to "Depth charge under-water trail.wav" i think they will be reported also even the DDs deploy charges far away from you! How you can report them only if they are deploing dept charges on you? :timeout:

Ducimus 01-26-11 04:25 PM

Try launching torpedo's when on the surface. :O:

SH4 has been using a tweak similar to this for awhile. I forget who came out with it exactly but it wasn't me. If things from SH4 hold true, then the sound in question is used anytime an object hits the surface of the water. Kgun, depth charges, and torpedo's if i remember correctly.

The game is finicky about how long what sound clips are being used, and where. Some parts are very arbitrary in the sound length. So , all considered, if you can't isolate the particle sound on depth charges from other objects, and increase the time allowance for the audio, you may have to settle for a very generic splash sound.

edit:
I believe you can, adjust the audio scale of the sound, so objects hitting the water closest to you are louder then objects hitting the water farther away.

And make no mistake, this isn't a real sonarman fix. (Good luck with that, i gave up because i suck) What your really doing, is using an environmental sound in a creative way.

Stormfly 01-26-11 04:37 PM

it seams to be fixed on my side using a different parent ID ! ...stand by

Magic1111 01-26-11 04:42 PM

Quote:

Originally Posted by Stormfly (Post 1583487)
it seams to be fixed on my side using a different parent ID ! ...stand by

:up::|\\:up:

Rongel 01-26-11 04:43 PM

Quote:

If you will try to add wasserbomben sound to "Depth charge under-water trail.wav" i think they will be reported also even the DDs deploy charges far away from you! How you can report them only if they are deploing dept charges on you?
I think one way could be that you make it into a 3D-sound and just put it's range to something like 2000 meters. Now the soundmans reports volume level will tell you how far it is. Not sure if it works well though. Ok, this needs some testing and more tinkering (and maybe a modder more skillfull than I am, I have to confess, I'm no modder at all!). But anyway, I personally don't think this is so bad thing. The main point is that the soundguy must not think everything that drops into water as a depth charge!

Quote:

And make no mistake, this isn't a real sonarman fix. (Good luck with that, i gave up because i suck) What your really doing, is using an environmental sound in a creative way.
Exactly! This isn't a real fix, it's a workaround with issues but I think it's still much more better than nothing. I have to look at the SH 4 depth charge mod, and save some trouble.

But just to make sure: My mod adds the sound to the DC_Waterimpact "thingy" which normally activates "Particles.DepthCharge_Splash" sound. Does something else than TDWs FX Update use this? If not then it's much more easy to fix.

TheDarkWraith 01-26-11 04:51 PM

I have my own sounds for the FX mod. Nothing else uses them and I don't use any others

Stormfly 01-26-11 04:56 PM

ok guys,

here we go: new Parent ID is: 0x481ac1efbcdfb6e3

no conflicting with any other splashes so far...

if you want me to put a link for the fixed mod, let me know, i will then update the readme also to version 1.1

Ducimus 01-26-11 04:57 PM

Quote:

Originally Posted by Rongel (Post 1583496)
. I have to look at the SH 4 depth charge mod, and save some trouble.

Here's the original thread. You may be able to gleam some info from it. I remember he tweaked it a couple times and said as much.

http://www.subsim.com/radioroom/showthread.php?t=126127

The file in question, if im not mistaken, is particles.dsd. I don't remember for sure, but i think thats the file.

stoianm 01-26-11 05:13 PM

Quote:

Originally Posted by Stormfly (Post 1583505)
ok guys,

here we go: new Parent ID is: 0x481ac1efbcdfb6e3

no conflicting with any other splashes so far...

if you want me to put a link for the fixed mod, let me know, i will then update the readme also to version 1.1

Yes please sir!:salute: This fix it is compatible with FIX by TDW and your sound collection?

Stormfly 01-26-11 05:19 PM

Quote:

Originally Posted by stoianm (Post 1583519)
Yes please sir!:salute: This fix it is compatible with FIX by TDW and your sound collection?

ohh iam sorry man, i asked Rongel...

...but i can send you a PM for testing

Rongel 01-26-11 05:21 PM

Okay, now tested it myself, when deck gunning a merchant, soundguy called out "Wasserbomben" when some of the debris stuff dropped to the sea.
Quote:

ok guys,

here we go: new Parent ID is: 0x481ac1efbcdfb6e3

no conflicting with any other splashes so far...

if you want me to put a link for the fixed mod, let me know, i will then update the readme also to version 1.1
Not sure what you did there, haven't used the ID generator in S3D so can't say anything about that. But if it works then great great great! :DL

Please put a link here for the new mod version and I will update the first post, is it okay with you?

stoianm 01-26-11 05:24 PM

Quote:

Originally Posted by Stormfly (Post 1583524)
ohh iam sorry man, i asked Rongel...

...but i can send you a PM for testing

yes please

thanks!

Stormfly 01-26-11 05:30 PM

Quote:

Originally Posted by Rongel (Post 1583528)
Okay, now tested it myself, when deck gunning a merchant, soundguy called out "Wasserbomben" when some of the debris stuff dropped to the sea.
Not sure what you did there, haven't used the ID generator in S3D so can't say anything about that. But if it works then great great great! :DL

Please put a link here for the new mod version and I will update the first post, is it okay with you?

okay doke...

Version 1.1
...fixed (disconnected TDW FX debris particel on water splash event)

this version also include compatibility to RDA1.04beta additional planes, TDW FX Update 011 and Stormy`s DBSM 1.2
(it dont matter if the mods which are compatible
now, are installed or not)

DL:
http://sahraniradio.armedassault.eu/Stormy/Wasserbomben_SoundFix_1.1_by_Rongel_+_Stormys_DBSM 1.2_+ RDA1.04_+_TDWFXUpdate011_compatible.zip

TheDarkWraith 01-26-11 05:33 PM

My water splash sounds are completely independent from everything. If you have to remove them then there's something fundamentally wrong with the way you have implemented whatever you're trying to do :yep:


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