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-   -   [REL] New_Torpedo_Door_Sound_Mix (https://www.subsim.com/radioroom/showthread.php?t=197558)

TheBeast 08-09-12 09:47 PM

[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]
Name=Open_torpedo_tube
Contexts=1
HasDelayedExecution=Yes
Sound_0=ELO_Helm,Torpedo_Tube_Opening
 
[Cmd309]
Name=Close_torpedo_tube
Contexts=1
HasDelayedExecution=Yes
Sound_0=ELO_Helm,Torpedo_Tube_Closing
 
[Cmd310]
Name=Open_sel_torpedo_tube
Contexts=1
HasDelayedExecution=Yes
Sound_0=ELO_Helm,Torpedo_Tube_Opening
 
[Cmd311]
Name=Close_sel_torpedo_tube
Contexts=1
HasDelayedExecution=Yes
Sound_0=ELO_Helm,Torpedo_Tube_Closing

- Now use JSGME to enable this MOD.:woot:
- 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

arnahud2 08-10-12 05:25 AM

Thank you, TheBeast, currently downloading:yeah:

Stormfly 08-10-12 07:38 AM

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.

Trevally. 08-10-12 11:18 AM

Still more

Thanks theBeast :yeah:

Magic1111 08-10-12 03:21 PM

Quote:

Originally Posted by Stormfly (Post 1919997)
...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

I agree, can we have a german version please?! :yeah:

Best regards,
Magic:salute:

TheBeast 08-10-12 08:35 PM

Quote:

Originally Posted by Stormfly (Post 1919997)
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.

Quote:

Originally Posted by Magic1111 (Post 1920133)
I agree, can we have a german version please?! :yeah:

Best regards,
Magic:salute:

I do not have a Germon voice sound sample for "Torpedo Ready to File" and or "Closing Tube"
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

Trevally. 02-25-13 03:21 AM

Bump:oops:

DAZZA3483 02-25-13 07:00 AM

Nice Mod!

dem 02-25-13 10:13 AM

Nice Nice

Thanks :up:

GT182 02-25-13 11:45 AM

Will this mod work without using NewUIs_TDC_7_1_0_byTheDarkWraith?

volodya61 02-25-13 12:00 PM

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..

GT182 02-25-13 02:18 PM

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?

Fifi 02-25-13 03:29 PM

I think you can assign a key to open close torp doors using Keymapper if you don't have one mapped :yep:

GT182 02-25-13 06:34 PM

Thanks for that Fi. Do you have this mod running and torpedo doors opening/closing with a keycommand?

Hartmann 02-25-13 09:29 PM

Thanks nice mod :up:


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