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Old 02-26-08, 06:06 AM   #49
Dr.Sid
The Old Man
 
Join Date: May 2005
Location: Czech Republic
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Here's how i'd do it. I'd make sound effects first. Sound of pump. Sound of hatch opening. Something which is actually played in DW for the player to get the atmosphere.
Now all I want is that this shows on sonar too. BB and NB. I can do FFT of these sounds easily (and ahead), and for example ogg sound format which is used in OpenAL has in fact FFT analysis already done, only question is if I can access it. Anyway I did FFT before, it's no big deal.
Then also, of course, the transmission loss simulation (I mean approximation) must simulate how the frequencies are filtered. This filter must be applied on the FFT of the sound before displaying it on the NB screen, that is easy.
This filtered sound must be replayed into earphones, which too is possible and simple with OpenAL.
Like that you could let the enemy sub sing russian anthem, see it on NB, hear it in earphones, both affected by frequencies lost in underwater transfer.

As for the sonarman telling speed, yes, that was bad example, especially for the sub. Anyway I wanted to say that sub games these days don't model the sounds much well.
The sounds may sound 'correct' in DW. But the sound does not change with speed. There are only 2 or 3 sounds for all surface ships !

Look at IL2, the later versions. Engine sounds different for each plane. The sound is different from different angles. It is dependent on RPM, of course. Every damage to the engine can be heard. You got some hits .. then you LISTEN to the engine .. and you decide 'it sounds ok, I'll make it to the base !'.

And in IL2 it is mere sound effect. In subsim game this should be basic part of the game, I think.
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