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-   -   Idea for a whale-sounds mod (https://www.subsim.com/radioroom/showthread.php?t=105375)

Paajtor 03-27-07 02:01 PM

Goldwave is great...I had a similar program, from Sonic Foundry, but it refused to run on XP-SP2:cry:

Paajtor 03-28-07 01:49 PM

Anyone heard of the FreeSound Project?

Found a whale-sample, here, after doing just a quick search.

Alex 03-28-07 05:34 PM

Yeah, FSP is good :), though I need screams (german if possible :oops: ) for a new project, and can't find any good sample for it on this site. :shifty:

Paajtor 03-28-07 05:48 PM

That's hard, I think.
I think you'll have to extract them from a movie, or probably other games.
RedOrchestra has German voices, taunts and some screams, but they come in .uax format (used in UT2004)...no idea how to open those.
I'm using full version of JetAudio.

Alex 03-28-07 07:03 PM

Hmm.... No, I need some panicked horror screams.... I'll be able to do what I want to do without them, but it sure would be better to have them.
Never heard in a movie a scream like those I'm searching for.... Never mind. :shifty:

Paajtor 03-29-07 08:47 AM

I know one movie...seen it a couple of years ago.
It's a German movie called Das Experiment...really terrifying!:o
If you can get a hold of this movie, it certainly will have the German screams you're looking for.
And it's a GREAT movie, on top of that!

It's based on the Stanford Prison Experiment, VS 1971.

Hope this helps.

Alex 03-29-07 12:05 PM

Interesting ! :huh:
Well, I need terrifying screams more than a terrifying movie :cool: but I'll try to see the whole movie as well !
I'm going to check this out. Thanks for the advice ! :rock:

Paajtor 03-29-07 01:48 PM

P.s. no whales where hurt or abused, during creation of Das Experiment...:lol:

Alex 03-29-07 04:01 PM

http://www.crypticmadness.com/Forum/...s/evil_lol.gif
Hmm, by the way.... :88)
The ear-candy Biologics V1.0 modpack will come soon.... :cool:
First information : I made it available only for the ambiance_Underwater sound, and for ambiance_Hydrophone : I gave up the amb_SubmarineInterior version.
Here is the explanation about the "geographically realistic" : I've made several versions of ambiance sounds, in order to make available a version for each one of the animals I chose to be a part of this modpack (not to mention you'll also be able to choose the animal you want to hear, realistically or not, depends on tastes.... but I must admit it would be funny to want to hear belugas in the mediterranean http://yelims2.free.fr/Fumeurs/Fumeur09.gif http://www.crypticmadness.com/Forum/...uglylaugh1.gif).


Though I still have to work on the amb_Hydrophone version (cause the whale sounds can make a ship detection harder if the ship is far from the boat :huh: ), I plan to release a beta version soon (of one and only animal for the moment)
When the FULL pack will be released (edit : every version will be released separately), you'll be able to hear :
  • humpback whales,
  • blue whales,
  • minke whales,
  • killer whales (orcas :smug:, my favourite one),
  • dolphins,
  • belugas,
  • and hopefully one other narwhal (still have to choose the one I'm going to take for this mod)
Now, there's still a problem : the upload time.... amb_Underwater unedited : 1.35MB, with whales sounds : more than 100MB.... "Wanna hear dolphins ? Ok dude, download 200 MB !" :damn: :damn: :damn: :damn:
(amb_Underwater : more than 100MB and Amb_Hydrophone the same :huh: )

Paajtor 03-29-07 05:42 PM

Sounds good.:yep:
Only the file-size is strange.
It should be saved at 705kbps, 16bit mono, 44kHz, PCM...12 secs for underwater_ and 8secs for hydro_

Now if these sounds get attached to objects....then they can be scripted in, instead of looping in an ambiant sound, right?
It would make it behave just like a ship-sound contact...increasing or decreasing in volume and pitch, and giving the impression of a travelling whale.
So no worries about the hydro-part being to loud to detect ships.

Alex 03-29-07 06:06 PM

Quote:

Originally Posted by Paajtor
Sounds good.:yep:
Only the file-size is strange.
It should be saved at 705kbps, 16bit mono, 44kHz, PCM...12 secs for underwater_ and 8secs for hydro_

I saved it as a .wave sound.... (sorry, I don't know the advantages/inconveniences of every format :oops: )
It was a .wave sound, so I didn't modify the format of the file....
But the files are approximately 15:00 now, their size made them so big, there are no more 00:08 and 00:12. :oops:

Quote:

Originally Posted by Paajtor
Now if these sounds get attached to objects....then they can be scripted in, instead of looping in an ambiant sound, right?
It would make it behave just like a ship-sound contact...increasing or decreasing in volume and pitch, and giving the impression of a travelling whale.
So no worries about the hydro-part being to loud to detect ships.

Yes, that's the problem exactly : what I'm doing is going to be no more than an ambient sound, and.... I'm not skillful enough to attach a sound to an object.... :huh: :cry:
But that's an awesome idea, mate !
Then, there would be no need to paste biological sounds directly on the ambiant sound ! :hmm:
Hopefully, someone skillful will hear what I've done and will like it, and hopefully will be able to attach it to an object....
But well, what I'm doing is yet to come.... We'll have to be patient. :lol:

Paajtor 03-29-07 06:15 PM

Quote:

Originally Posted by Alex
Quote:

Originally Posted by Paajtor
Sounds good.:yep:
Only the file-size is strange.
It should be saved at 705kbps, 16bit mono, 44kHz, PCM...12 secs for underwater_ and 8secs for hydro_

I saved it as a .wave sound.... (sorry, I don't know the advantages/inconveniences of every format :oops: )
It was a .wave sound, so I didn't modify the format of the file....
But the files are approximately 15:00, no more 00:08 and 00:12. :)

I'm sure you'll run into performance-issues - on lower-end computers at least - with longer sounds. After all, the wave-sound has to be loaded into memory.
The trick is to make a sound of approx. 12/8secs, that loops seamlessly.

As to saving your file: select wave-format in your sound-editor (Goldwave), and in properties, enter the values I posted...then save as amb_Hydrophone.wave, or as amb_Underwater.wave

Quote:

that's an awesome idea, mate !
thx :D
It was my initial thought, remember?...see post#1

Alex 03-29-07 06:30 PM

Quote:

Originally Posted by Paajtor
I'm sure you'll run into performance-issues - on lower-end computers at least - with longer sounds. After all, the wave-sound has to be loaded into memory.
The trick is to make a sound of approx. 12/8secs, that loops seamlessly.

Yes, that sloops without any performance issues, mate.... But no doubt these biological sounds are gonna get repetitive too. That's why for this project, I downloaded no less than 30 minutes of sounds for each and every one of the animals I wanted to mod, and I took only the best to make it "only" 15:00. :huh:

Quote:

Originally Posted by Paajtor
As to saving your file: select wave-format in your sound-editor (Goldwave), and in properties, enter the values I posted...then save as amb_Hydrophone.wave, or as amb_Underwater.wave

Thanks for the advice. ;)


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