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Custom Audios - is this possible??
In DW, it appears that whenever you hear active sonar from either a buoy, UGST or an MK48, you hear the same sound.
What I rather have is separate distinctive sounds for each item… Does anyone know if this is possible??? My 1st take is the coding in DW tells all of these items to refer to fx_torpping.wav in sfx.agg for source of .wav to use. Although each interface has \sfx, \root\sfx seems to be global for DW, which is where fx_torpping.wav resides.. I currently use a custom audio for the fx_torpping.wav of the active torpedo ping from HFRO, when the typhoon was attacked by the bear in the canyon. Actually I would rather have… a.. Separate audio for the helo active sonar b.. Separate audio for active buoys c.. Separate audio for UGST and similar weapons – can use my custom audio for this one.. d.. Separate audio for MK48 and similar weapons E.. Separate audio for surface active sonar – IIRC, blackmuzzles mod fixed this one *** thanks |
:hmm:
looks like i can add new audios to \root\sfx.agg thats a start in the right direction.... |
It's possible to add new wavs.
Then you need to use DWEdit to make database changes to assign those new wavs to any platform you like. I've been using signature sound effect for Los Angeles flight I, 688i, Akula I, Akula I Improved, Akula II, Kilo and Seawolf/Virginia for both 3D and broadband sound. So now it's theoretically possible to differentiate between Akula I and Akula II for example just by eharing them from the broadband sonar station or differentiating between 688i and Akula class SSN, or identifying the Seawolf just from the BB station. The mod is called hyperacoustic. It is intended for SC and usable just as good for DW. |
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let's keep in mind what the objective is here -> i'm trying to change the audio sound for active sonar pings for the mk48, UGST and active sonar buoys.. let's think for a minute:hmm: If i fired a MK48 torpedo at your submarine, and you are aquired, something in DW tied to the MK48 is telling it to process a .wav so you can hear the active pings. It seems that fx_torpping.wav is standard for such items, but for my purposes, I'm hoping to get around what seems like the 'standard.wav' for active torpedo and buoy pings. Unless I'm missing something, I tried using dwedit and it only allows you to change the BB .wav for such items. I'm thinking that using the same idea, there has to be a way to tell each item what .wav to use besides using dwedit. also, you are talking about a DB change. if this works and others are interested it, i guess it would have to be part of a mod. this has to work, can't see why it couldn't... I'll keep trying... :ping: |
Subb there's ambient sound for 3D and then BB for the BB sonar station just assign them the new sound wavs name and you're good.
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Castout,
I really appreciate the effort in trying to help me, but either I’m not making myself clear, or you are not really following what I’m trying to accomplish. I am not trying to replace the BROADBAND.WAV of torpedoes.. I’m trying to replace the sound of ACTIVE SONAR PINGS OF TORPEDOES AND BUOYS.. For example… think about the movie, HUNT FOR RED OCTOBER… The torpedo ping you heard when then the typhoon was attacked by the bear… The sound of the active buoys before the typhoon was attacked… The torpedo ping you heard in the fake attack by the Seahawk… those are three distinctive sounds from the movie.... THOSE are the sounds I want to hear in DW when torpedoes similar to UGST or MK48 are fired and IS ACTIVE or when buoys deployed go ACTIVE… I don’t think what you are suggesting can work, replacing a BROADBAND.WAV with FX_torpping.wav means the moment a disabled active torpedo is fired, I’ll hear an active ping on bearing of threat in broadband sonar display .. this may not be possible after all :cry: |
Oh sorry I just glanced and skimmed through quickly at your questions.
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sorry for the extremely long delay, just wanted to say thank you!!! I'm starting MP mission design for RA right now so getting back to you slipped my mind for a brief moment :oops: |
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