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-   -   the attack periscope's sound when it's turning? (https://www.subsim.com/radioroom/showthread.php?t=139766)

Sag75 07-23-08 04:33 PM

the attack periscope's sound when it's turning?
 
Hi to all, watching the movie Das Boot, we can hear a weak e-motor like sound when the attack periscope is turned on the left or on the right by the captain.

So, is it possible to add in SH3 a/that sound when the attack periscope is turning?

thanks,
s

Philipp_Thomsen 07-23-08 05:59 PM

Yes

Cheapskate 07-23-08 06:19 PM

How? :D

Sag75 07-23-08 06:51 PM

Hi Thomsen, is it really possible? should be nice hear that sound when we're working at periscope!

Hitman 07-24-08 01:57 AM

In the NYGM mod you can hear a "click" each degree of periscope turn, and there is already a noise for raising the periscope. So it should be possible :hmm:

Contact 07-24-08 07:07 AM

Interesting idea, but even if it's possible to make a sound of it, it would have to change it's pitch which depends on how fast the periscope is turning ? :hmm:

Cheapskate 07-24-08 08:08 AM

Well, it is certainly possible to produce this type of sound. SH3 abounds with examples: the raising and retracting of the periscope is just one example.

Good sound samples aren't too hard to find on the net (and sometimes, elsewhere in the game). With a decent sound editor and a little practice, it isn't too difficult to make up something suitable.

The problem is how to associate the sound with an in-game event or key-press. I have seen some ways by which SH3 initiates and controls some existing sounds. But how can a new sound (say a modified periscope up/down) be incorporated?

Edit:

Good point, Contact, pitch change is modifiable with a sound editor. Presumably you would need two sound files. But again how to incorporate them in game? I can't even find the controller for the scope! Mind you I haven't looked too hard - still having lots of fun with S3D on the graphics side of things!

I'm also wondering how the scopes were powered. Were they both electrically driven in the horizontal plane?

Myxale 07-24-08 11:26 AM

Maybe by attaching the sounds to the cursor-keys.
I use the keys to move the scope since they move slower than the mouse, -and we know that we can already attach sounds to keys!:hmm:

Sag75 07-24-08 12:44 PM

Hi, i saw into several SH3's files and i wasn't able to see any linkage between sounds and events. So i don't know in which file this association occurs, but must be somewhere: for example when you rise/low the scope there is a sound associated to this action.

About the recording, we can bring the same sound that we can hear in the movie (of course, if is not so disturbed from talking, but in Thomsen's sound mod we can hear the DD propellers recorded by him directly from DasBoot movie!).


the research goes ahead...

Cheapskate 07-24-08 01:24 PM

Quote:

Originally Posted by Myxale
Maybe by attaching the sounds to the cursor-keys.
I use the keys to move the scope since they move slower than the mouse, -and we know that we can already attach sounds to keys!:hmm:

You may well be right there, Myxale.

PT did use a similar method on his "Ctrl+S" trigger for the diesel start sequence. However it was linking to an existing set of sound files. It's true the sounds had changed , but they were still in name, standard SH3 sound files. I am just a bit concerned that a completely new sound would not work in this way.

However, I'm only a novice at stuff like this. Hadn't really given the subject any thought before this thread started. Maybe there would be no problem.

Suppose there's only one way of finding out ( unless PT deigns to give us the benefit of his considerable experience :rotfl: ) - that's by giving it a try!!

Edit

@Sag75

There are a few places where you can find sound link files. F'rinstance the Submarine, Interior and Objects directories all contain DSD files. These refer to various sound effect WAV files. Couldn't immediately see anything to do with periscope though. The Library directory may also contain them.

The Cursor key links are in the data/Cfg/Commands_eng.cfg file. Plenty of places to look and that's probably only half of them.!!!

Good Luck with your search :lol:

Philipp_Thomsen 07-24-08 02:25 PM

Can't be linked to keys, coz everytime you press it (in periscope view or not) you'll hear the sound.

Have to be linked to the movments of turning the scope (horizontally and vertically).

The pitch part might be the awkward part... the own game has a pitch controler, but I'm not 100% that will fit in this case. There's no need for two sounds, just one sound will do. The pitch controler itself will simulate the start/stop of the electric motor from the scope.

Might look into the snorkel aswell... ;)

If gets to work, might be incorporated into SH4.

I'll take a look on it on the weekend. If I manage to pull it off, will be on the next release of the sound pack.

I'm still looking for some german speakers to help me making new voices to replace the old ones. I need 9 candidates!

Cheapskate 07-24-08 05:16 PM

Phew!! Am I glad to see you PT. :sunny: Was afraid you weren't going to show!!!!.

Encouraging to note that you only see the changing between fast and slow revolutions as a difficulty.

I wonder how many players actually use both rotation speeds and even if they do, whether they would mind having a single speed sound. I certainly wouldn't.
As long as the sound started and stopped when the scope movement did, that would surely be sufficient.

Note you are still looking for volunteers for the rework of the German speech files. Some months ago I'm sure I saw a thread somewhere on Subsim where a number of people had volunteered for a similar project. I'll see what I can dig up.

Sag75 07-25-08 01:10 PM

hi, I normally use the three kind of rotations. I think if you can link a sound to arrow keys when you rotate your periscope, you can also associate a different sound when you hit Ctrl+arrows or Shift+arrows.

The discrimination is how the association occours: the sound can be linked to the rotation itself or to the kind of key couple with?

Sailor Steve 07-25-08 01:45 PM

Quote:

Originally Posted by Sag75
About the recording, we can bring the same sound that we can hear in the movie (of course, if is not so disturbed from talking, but in Thomsen's sound mod we can hear the DD propellers recorded by him directly from DasBoot movie!).

The 5-hour 'Uncut' version of the movie has a scene in which the captain, being very bored, is sitting in the seat staring at the overhead and rotating back and forth, back and forth. Plenty of sound there with no talking or any other noise.

As for different pitches, how fast did the electric motor rotate the scope? Did it have more than one speed? Is the speed governed by the arrow keys accurate, or was it slower.

More to the point, the observation scope was operated by hand from a standing position and had no motor. If you give the sound to one, will it also appear in the other? I won't argue against creating the sound, because no one has to use it. I'm just asking what the end result will be, as I'd love to have it both ways, selfish blighter that I am.

Philipp_Thomsen 07-25-08 03:00 PM

Quote:

Originally Posted by Sailor Steve
Quote:

Originally Posted by Sag75
About the recording, we can bring the same sound that we can hear in the movie (of course, if is not so disturbed from talking, but in Thomsen's sound mod we can hear the DD propellers recorded by him directly from DasBoot movie!).

The 5-hour 'Uncut' version of the movie has a scene in which the captain, being very bored, is sitting in the seat staring at the overhead and rotating back and forth, back and forth. Plenty of sound there with no talking or any other noise.

Wrong. The captain is rumbling a song "hmmm mmmm mmmm mmmm" which is very very hard to eliminate using a software. But there's other places in the movie where I can extract the motor sound, that is not an issue.

As for different pitches, how fast did the electric motor rotate the scope? Did it have more than one speed? Is the speed governed by the arrow keys accurate, or was it slower.

That is the key here: We need to find out how fast did the scope was able to turn, and if it had different speeds. People using the mouse to turn it very fast won't be able to enjoy any realism in sound, if we do this. So I don't think we should link the sound to the mouse rotating the scope. On the other hand, I'm not sure if it's possible to link only to the keyboard. As I said, I'll take a look on it on the weekend.

More to the point, the observation scope was operated by hand from a standing position and had no motor. If you give the sound to one, will it also appear in the other? I won't argue against creating the sound, because no one has to use it. I'm just asking what the end result will be, as I'd love to have it both ways, selfish blighter that I am.

Probably it's possible to separate the sound from being used in both periscopes, to only being used in the attack periscope. But if we don't, that's no much of an issue. After all, people hardly use the observation periscope. (at least I don't).


Quote:

Originally Posted by sag75
hi, I normally use the three kind of rotations. I think if you can link a sound to arrow keys when you rotate your periscope, you can also associate a different sound when you hit Ctrl+arrows or Shift+arrows.

The discrimination is how the association occours: the sound can be linked to the rotation itself or to the kind of key couple with?

I think it can be linked to both. But who knows, maybe to none. I'll see it on the weekend.


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