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[TEC]Audio: Is it possible to...
...attach sounds to locations? ie Attach a sound file to a beach front or shallows?
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Hi Racerboy, have you got a copy of SH4 yet?:)
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I wondered where you went to. One day I see you in SH3 forum then poof, gone. |
Since patch 1.4 & the fact that I have updated my memory to 2 megs & added a new ATI video card I thought I'd give it a go, not that I've been doing much playing, I've been stuck on manual TDC for a while, can't get the hang of it, loads different to U-Boats!:yep: Poor TarJak is probably wondering where I am, I will have to do some more work before he fires me!:lol: Did you finish the SH4 effects for SH3? Probably one of the reasons you are here is GWX 2.0, at this stage I think I'll give it a miss, too bigga job sorting it all out, if you know what I mean.:roll:
Cheers. PS. Sorry about highjacking the thread Peto.:yep: |
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My reason for starting this post: Use Wahoo's reconoitering of Wewak Harbor as an example. We'd be able to but coast watcher type lookouts land whose sole job is to watch for submarines. And there would be no indication they are there. Put up your periscope and he sees you and calls for ASW help. If we could tie some biologic sounds to the beaches, we'd be able to create navigation points for skippers to use without raising the scope (again--like the Wahoo did). It's the kind of thing that hardcore/no external view skippers (like me ;)) crave. It'd also be interesting to have biological sounds that could "somewhat" mask ship sounds in shallow water settings. Gives players a better reason to man the sonar themselves too. Cheers!!! :up: |
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Your 'watch' for submarines I'd like to know more about what you're trying to do. I think I see what you're wanting but would like more clarification. Nav aids for skippers.....how about this: make a bouy (like DD did) or something similar, hook an underwater sound to it so that you can follow it on the hydrophone. Place these objects in the harbor or channel and follow the sounds. How's that? |
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Let me detail a scenario to give one example of what I'm thinking about (and scenarios like this could eventually be added to Special Ops Missions). And a couple other options/reasons I metioned this falderal in the 1st place ;) : 1. Sub is tasked to penetrate a harbor OR Skipper chooses to do so on his own initiative. 2. On the shore at tactical points, Lookouts are placed. These lookouts have nothing that give away their position. They are basically "invisible" to the intruding submarine. Yet they have the same function as a lookout on an escort. If they see something, they trigger a response (already in the game). Also already modelled, they "see" better when alerted to your presence (say you have torpedoed a ship in the harbor). That means their chances of spotting you are likely increased while you attempt to exit the "scene of the crime". 3. On the way in you were able to hear biologicals at certain areas of the beach. I'll call then shrimp for this example (sound type possibilities are many). From what you've stated, a Shrimp Mine could be created that did nothing but emit the sounds of shrimp. If a skipper paid attention to where these sounds were on the way in to the harbor, he could use them as nav references on the way out again. Very useful especially if the Land Lookouts are modded to be particularily good at what they do. 4. Another possibility I was thinking about was placing Shrimp Mines in such locations as they would mask actual ship sounds in a harbor, making it more difficult to ascertain if there is anything moving in there (or anything at all in there). That one would be more difficult because AI crewmen would be in the mix. 5. The sounds of Biologicals at certain locations would just be kind of cool. Something to add to the general ambiance of the sim. "Hey! I heard some dolphins!", type stuff. Thanks again for your interest!!! I'm currently experimenting with scripting some patrols for choke points and convoys with strange (but repeating) zig-zag plans. Also aircraft patrols that SD radar won't detect. It may take a while (it's a big ocean). EDIT: If this is something you (or somebody else) feels worth the effort, I'd be willing to track down some appropriate sound files work with. And--to be honest--I'm not sure how high on the "To Do" list for the sim this should be. There are plenty of other miscellaneous items that currently deserve more attention. I'll leave that for the community to decide. As far as my modding ability--I'm a tweaker--and have much less skill than others here. I tend to work best with what's available rather than scratch building physical game elements. |
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Well for biological sounds to be useful for navigation, the sub on the map must be removed. My idea would be to have a new button on the toolbar "determine position" which can only be used on the surface and puts a little mark on the map along with the time it was put there.
Another nice thing (sortof separate to this issue) would be to add mechanical sounds to ships and give them the provision to go silent too? I dont know if there are sounds for ships breaking up but they would also be nice. |
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And there are "breaking up sounds" in the game. But you have to be quite close to hear them. |
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