Quote:
Originally Posted by chopped50ford
This is cool.
What about all the other sounds? Like elecrical failure and such? Do those even come into play?
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I agree the more cool ambiant sounds triggered by changing events in the boat that you can introduce, the more convincing and authentic the environment becomes. Sound is SO important for us all. A great muscian friend (the late Simon Jeffes leader of the Penguin Cafe Orchestra) once said to me "You can put any visual junk with a really great music sound track and people will watch it as long as the music grips them but even the greatest movie with a rubbish sound track will lose the audience in minutes." He was right. Nothing convinces like those ambient sounds. Muttered comments, random clanks, footsteps, running up and down ladders sounds, laughter, swearing, low radio sounds, faint music, snoring, distant shouted orders, muffled arguments.
I am no modder but if I was I would make a MOD that triggered appropriate groups of randomised sounds in given action situations. So in really heavy weather you'd start to hear the odd crash of things falling over or off tables (cutlery, breaking plates tools etc.) with curses, (even though real sailors swear a LOT it needn't be too heavy - the occasional "OH ****!" or "Damn it to hell!" would do) groans, muffled sounds of crewmen being sick, angry muffled comments, increased creaking and groaning of the ship etc. In calm, sunny, surfaced passages, fragments of happy whistling, song, laughter, muffled card game sounds etc. (Crew sunbathing on deck? LOL) Approaching port - loud laughter, radio music, animated conversation, lewd anticipatory comments etc. In action - anxious muttered comments, cries of shock after impacts, swearing, sharp comments from officers, urgent requests for coffee for the watch etc. In the extreme stages of prolonged depth charging - perhaps even people muttering prayers and the sounds of damage control parties hurrying through the boat calling orders. The MOST evocative and moving sound of all is that of crewmen singing collectively in celebration, triumph or even to stave off fear and rally spirits! Imagine the lump in the throat hearing your crew lustily singing in unison in a distant compartment in celebration or anticipation of going home or celebration of defeating the enmy after a long battle! This was used by the GErman U boat crews to boost morale, so maybe sometimes yanks did it too, especially at Christmas?
The skies the limit really. The larger the sound sets the longer the interval before repeats of specific effects and accordingly the more convincing and immersive the results. Like the scenery tiles of ground detail in flight simulators but in sound with a temporal randomiser and perhaps designed so that area-specific or time-specific "new packs" might be added in as developed and required. Can I suggest this as a project for one of you marvellous MOD creating guys?
Talking of realism MODs am I correct in saying that I heard a rumour of a sharks MOD for the underwater environment? I ask because, as an ex-pro diver, the ONLY aspect of the subsea virtual world of SH III and SH IV which has always been totally false is the complete absence of fish. Random fish shoals shouldn't be too impossible a thing to develop, surely? And the same code in 4 different sizes could give a good impression of most of what's down there, plus the occasional random shark or EVEN the odd whale of course!