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-   -   [tec]Val de prova Submarin (https://www.subsim.com/radioroom/showthread.php?t=133217)

THE_MASK 03-16-08 06:03 PM

[tec]Val de prova Submarin
 
Val de prova Submarin . I think this is the sound file for the noise of the sub crashing thru the waves . Never heard it in sh4 while travelling thru heavy seas , except for when the boat is diving . I always hear it in sh3 and i miss it . It seems to me that the sound becomes available when the sub is lower in the water like when i said it is diving . Unfortunately it might have something to do with the .act file . I wouldnt mind having it back :up:

dcb 03-17-08 01:03 AM

In Romanian, "val de prova" means "bow wake", so... you are right:D

Ducimus 03-17-08 04:40 PM

I was looking at it last night. I dont understand why its not playing. The sound controller is in the DSD files, its correctly linked to a node in the dat file, and the sound resource is scripted into the SDL file, and yet it doesnt seem to play.

In general there is something hinky with sounds in SH4. For instance the submarine diving sound. (hatch closing sound as you dive from SH3) doesnt play as well. "Depth charges in the water" continues to not work, nor do crew cheers.

THE_MASK 03-17-08 05:09 PM

I guess my only chance then is for a modder like yourself to nut it out , or another $30 for another patch with these fixed .

Ducimus 03-18-08 01:58 PM

Since i lack much in the way of 3d editor knowledge, i have to get creative. The deck gun to me, is a very useful tool in locating where objects are.

Heres where the val de prova node is located:
http://www.ducimus.net/sh4/bow_wave_snd_node.jpg

Which makes sense. Ive also noticed that torpedo tube doors opening is not audible at all unless your RIGHT NEXT to them, regardless of what you input into the SDL file. The only way to make them audible to the player was to to uncheck "is 3d". The solution for this lack of sound is probably the same (havent tried it yet).

The problem is that because the sound is no longer 3d, it plays at a steady level, regardless if your position to the boat, interior, or exterior. I suppose some tuning down of the sound level is in order.

:hmm:


im on a hot scent i think!

edit:

Nope, didnt work. Im out ideas on this one. Probably in the sound.act file.

capt_frank 03-18-08 02:55 PM

I installed the Poul Sound for SH4 MOD and I'm hearing waves crashing like I've never heard before. Makes me think I'm on a shrimping boat slinging hash in 40 foot waves...

Reminds me of the time the wife and I went fishing off the Florida coast when we shouldn't have gone fishing.

I also have my in game 3D Sound Channels at 3/4, my Hardware Acceleration at "Full" and my Sample Rate Conversion Quality at "Best".

Look here: http://www.subsim.com/radioroom/showthread.php?t=132995

gimpy117 03-18-08 09:47 PM

Quote:

Originally Posted by Ducimus
Since i lack much in the way of 3d editor knowledge, i have to get creative. The deck gun to me, is a very useful tool in locating where objects are.

Heres where the val de prova node is located:
http://www.ducimus.net/sh4/bow_wave_snd_node.jpg

Which makes sense. Ive also noticed that torpedo tube doors opening is not audible at all unless your RIGHT NEXT to them, regardless of what you input into the SDL file. The only way to make them audible to the player was to to uncheck "is 3d". The solution for this lack of sound is probably the same (havent tried it yet).

The problem is that because the sound is no longer 3d, it plays at a steady level, regardless if your position to the boat, interior, or exterior. I suppose some tuning down of the sound level is in order.

:hmm:


im on a hot scent i think!

edit:

Nope, didnt work. Im out ideas on this one. Probably in the sound.act file.

you put a gun where my sound should be!!!

Ducimus 03-18-08 09:52 PM

I put it back when i was done playing with it. :rotfl:

skwasjer 03-29-08 10:59 PM

Ok, I got here through the other thread requesting something similar. I've checked it out and the sound DOES play. The problem is the sound looks alot like the Submarine.SplashWave (SDL: Val de prova Submarin.wav), which is a similar sound as the shipwake but used as a sound around the sub itself. It's hard to distinguish them. To verify do the following:

- In SDL-file, find Submarine.SplashWave
- Turn volume down to 0.
- Go back into game, and move to the front of the sub, start engines, and notice you hear the shipwake sound. Also notice that's the only wave sound around the sub. At the middle/back you hear practically nothing anymore.
- Back to SDL-file, find Submarine.Shipwake
- Turn volume down to 0.
- Go back into game, start engines, and notice no shipwake sound either. It's like your sub sits still...

So, I guess we should find a sound that can be distinguished from the regular splash sounds that you hear around the entire sub, or tweak the volumes a bit (although it's almost maxed out in SDL file, in which case bump it in a wave studio)

DrBeast 03-30-08 12:20 PM

Quote:

Originally Posted by Ducimus
Ive also noticed that torpedo tube doors opening is not audible at all unless your RIGHT NEXT to them, regardless of what you input into the SDL file. The only way to make them audible to the player was to to uncheck "is 3d".

Bit late, I know, but nevertheless: I use ROW Sounds v9, and I can hear the torpedo tube doors opening and closing pretty clear. Since I'm in Persicope View 99% of the time I open/close those doors, I cannot comment on the volume of the sound with regards to position, so I don't know if the ROW Sound Team has indeed unchecked "is 3D" (ROW Sounds comes with its own sh.sdl file).

ETA: Just checked, "Is 3D" is ON (checked).


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