Quote:
Originally Posted by Castout
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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Thanks for the response,
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...