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Old 08-02-10, 01:58 PM   #4
Ducimus
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Ordinarily, a sound and it's behavior is defined in the /data/sound/sh.SDL file.

The individual sound entries in this file, are usually called upon a DSD file somewhere. Such as /data/interior/NSS_*.* or, data/submarine/NSS_*.*, or data/air, etc etc.

These sounds in the DSD files, are usually triggered by some controller or action, and have a parent child relationship with that controller and some node somewhere.

For the player submarine, DSD files that effect it are in 3 places.
particles.dsd, the dsd file for whichever interior the boat is using in the interior directory, and the dsd file for whatever submarine it is in the submarine directory.

For the new sounds that are added in SH4. Passing thermal layer, general quarters, etc. I can't find a DSD entriy for any of them. That's not to say it doesnt exist, only that i can't find it.

What is funny about these sounds though, is how they are universal. Regardless of interior, or submarine, these sounds will play. Since individual entries can't be located in any interior, submarine, or particles.dsd, it's reasonable to assume they are global in scope. Or in programming terms, they are global variables. Within the program they can be accessed by ANYTHING.

So my thought is, unless there is a DSD file im missing, or they reside very descretely in a graph file (i've never been able to see find it), then they are most likely hard coded global variables within the program. Another item that makes me think this is the implentation of the bathermalgraph. it *SHOULD* be an upgradable piece of equipment. It' was "tacked on" to all boats from the get go for looks (you'll hear "passing thermal layer" without it), and then some global variable was hashed out to active the sound for it. In sum, i think the implentation of it, was a "quick fix".. or one of those "temporarily permanant" solutions. But that's just a guess.
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