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[REL] New_Torpedo_Door_Sound_Mix
New OGG Sound Mix Sample files for Torpedo Door Open/Close sound effect byTheBeast | Created: 7:17 PM 8/9/2012
================================================== ===================================== This MOD is SEMI-JSGME Ready and does require edit done by the user! PURPOSE: Player Emersion! FILE INFO: Torpedo_Tube_Opening.ogg Sample Rate: VBR 96-128 Length: 15 seconds File Size: 208,896 bytes (No Compression) (Tube Floods, Tube Outter Door Opens, Hull Outter Doors Open, Torpedo Man says "Tube Ready to Fire") Torpedo_Tube_Closing.ogg Sample Rate: VBR 96-128 Length: 15.4 seconds File Size: 200,704 bytes (No Compression) (Torpedo Man says "Closing Tube", Hull Outter Door Closes, Tube Outter Door Closes, Tube Purges) NOTE: I did not include a Commands.cfg file because there are to many variations on Key Bindings. I didnt want to mess up anyones Key Binding configuration. This means that you will have to manually edit your data\Cfg\Commands.cfg for to make the changes listed below. CREDITS: Stormy - [REL] Stormy`s DBSM collection SH5 REQUIRED CHANGES: (data\Cfg\Commands.cfg) - Copy your current Commands.cfg to same location in this MOD. - Make the changes listed below to the new Commands.cfg file and save changes. Code:
[Cmd308] - These changes worked fine using NewUIs_TDC_7_1_0_byTheDarkWraith Yeah, I found a free Sound Mixer - WavePad by NCH DOWLOAD LINK: http://www.subsim.com/radioroom/downloads.php?do=file&id=3666 Regards!:salute: TheBeast |
Thank you, TheBeast, currently downloading:yeah:
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hi, very nice sample mix, THX !
...SDBSM and or players with a german voice pack installed would need a german "tube rdy to fire" voice at the end of the opening sample. :D ...using ogg instead of wave for this sounds is a great idea, it save some mem and performance. Consider a wave to ogg migration where ever possible for the next SDBSM version. |
Still more
Thanks theBeast :yeah: |
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Best regards, Magic:salute: |
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I would want Normal, Tension, Whisper versions of each. Really supprised you guys didnt notice I was using CheifEngineer (helm) rather then TorpedoMan (weapon) when calling sounds. Sound_0=ELO_Helm,Torpedo_Tube_Opening should be Sound_0=ELO_Weapon,Torpedo_Tube_Opening |
Bump:oops:
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Nice Mod!
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Nice Nice
Thanks :up: |
Will this mod work without using NewUIs_TDC_7_1_0_byTheDarkWraith?
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I don't remember, have you able to open/close torpedo tubes manually in stock game?
If yes, this mod should work in stock.. Don't forget to edit commands.cfg.. |
V, I see no way by key commands to open or close the torpedo doors in stock or modded SH5. I'm thinking is a sound mod only. In SH3 it was neccessary to do so or you wasted a torpedo, if you forgot to open them.
Can someone correct me if I'm wrong? |
I think you can assign a key to open close torp doors using Keymapper if you don't have one mapped :yep:
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Thanks for that Fi. Do you have this mod running and torpedo doors opening/closing with a keycommand?
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Thanks nice mod :up:
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