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Old 03-27-08, 07:39 PM   #6
skwasjer
The Old Man
 
Join Date: Apr 2007
Location: Netherlands
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I've tried to answer your questions, but it may not be 100% correct. If anyone else reads this and sees something is incorrect, I hope they will add/correct.

Quote:
Originally Posted by Philipp_Thomsen
There's no sound by sound entry, there's some sort of 'playlist' for the creaks Interior.Playlist.DepthCranks and Im trying to tweak that for my mod, coz the creaks keep looping.

The problem is, sometimes two creaks play simultaneously, them one of them ends up in a eternal 1 second loop.

I want to tweak this file so two creaks dont play at the same time.
Playlists are controlled by the SoundPlaylist controller in the .DSD files, and not by the .SDL file. There must however be a 'generic' entry in the .SDL file to which this controller is linked (see 'Name'-property, it contains the name of an .SDL entry).

The SDL-file only controls the playback settings (volume, pitch, etc), and usually also which file to play (wav/ogg). The .DSD file (or others, depending on controllers) control how/when a sound is played...


1) If I add an entry for each of the creaks, will it work?
In this specific case, you can suffice by adding new sounds in the .DSD-file in the SoundPlaylist controller. You'll have to use S3D v0.6.1 or higher to be able to do this.

2) If I increase the priority of the sound, it may dont get in the eternal loop?
Don't know. The priority, category and folder controls how the game queues and orders all sounds. Depending on how many sound channels are available (depending on hardware), the game will choose the highest priority sounds, but also at least a percentage from each category and folder. That way, in heavy combat scenario's, you won't just hear thousands of sounds from one category (ie. machine gun bullets), but also still your wake, engine, aircraft props, ship sirenes, etc.

3) If I add a delay (lets say, 5) will one creak wait for the other to end, then 5 seconds later start playing?
You can change delay between items in SoundPlaylist controller, and even a random delay.
The delay value in the SDL-file just delays the initial playback. This is usually used to allow for another sound (not triggered by the DSD/SDL-file) to be played first. For instance, the Dive sequence, you first hear 'Yes Sir, dive planes set for normal dive' and then the hatch closes, bubbles etc. This hatch sound, has a delay of some 3 secs, to allow the speech sound to be played first...

4) Is folder/Loop/Play what this check/uncheck boxes does?

- 'Is folder' is a flag that indicates if the entry is a folder-like entry. Most of the first entries are flagged 'true'. For example, you can see Interior in that list. Folders contain items. The dot (.) is a folder seperator.
I.e.: Interior.Clock, Interior.ElectricSparkCutie, etc. belong to the same folder Interior. Folders themselfs are not actually a 'playable' sound. See 2) for more info.

- 'Loop' indicates the sound should be looped.

- 'Play' indicates the sound should automatically play. Unchecked, the sound must be triggered by an action/event. For example, a shipwake has it checked, a ping has it unchecked.

5) What is "PITCH"? What does it do?
Can't explain it any better than this:
http://en.wikipedia.org/wiki/Pitch_(music)

Also known as time strech:
http://en.wikipedia.org/wiki/Timestretching

6) Changing in category, would it help?
Don't know if that helps but I doubt it, see 2) for more info on category, but other than that: test, test, test...


Anyway, regarding overlapping creaks, possibly they all have to be similar in length. Maybe the game only uses the first creak it's length and assumes all the others are the same. Try disabling Preload and see if that helps... Maybe not, I don't know exactly the meaning of it.
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