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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Black Magic
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I'm having some problems attaching sound to a new event that I have created. I made a new event in the particles.dat file and added all the necessary code and changes in the particles.dsd to attach a sound file to the event. Everytime the new event happens there's no sound. Has anyone been successful in doing what I'm trying to do? I've tried using a sound file that already exists and a sound file made by myself to no avail. All the code is correct and the IDs are unique. It appears that there are only certain event IDs that the game engine recognizes as ones that can have sound. Can anyone confirm this?
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#2 |
Black Magic
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after much testing I've come to find out that the game engine only recognizes certain filenames as valid sound files in the particles.dsd. You can make new ID's but you have to use the existing sound files found in data\Sound. What a bummer!
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#3 |
Engineer
![]() Join Date: Jul 2002
Location: Canada
Posts: 202
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this is truly to bad as it could have lead to soooo much more
![]() ![]() Vader Ps thanks for trying ![]()
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Never Forget! |
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#4 | |
Black Magic
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![]() Quote:
![]() Anybody have a sound file of a flare gun going off? Or anything of the likes of it? EDIT: Okay, show of hands: who knew Ubi included a sound file of a flare gun shooting a flare? Has anyone ever heard it? You will now........ Last edited by TheDarkWraith; 09-25-07 at 06:27 PM. |
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#5 |
Black Magic
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okay, I just opened up a new pandora's box with this little tid bit of info from Privateer. It's time to revamp and add the sounds that were missing from the original game. I found another playground to play on.
Here's what I've found is missing so far: - a splash sound for when debris (or bodies...he he) hit the water - a small fire sound. You know that sound of a small fire burning and crackling?? - a large fire sound. That sound of a raging fire, an inferno if you will. - deck gun shells clinging as they hit the deck from an ammo reload on the deck gun - AA shells clinging as they hit the deck from firing the AA gun(s) Feel free to add to the list. Let's also start a what's needs revamping list. If anyone can provide sound files for any of this I would greatly appreciate it. God this game just keeps getting better and better! ![]() |
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#6 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,722
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There are plenty of sounds that are not used such as telemetry, I tried in vain in the past to attach a sound to the exterior of a sub while submerged with no success, unfortunatel some of the files are automatically changed in pitch as the boat speeds up etc.
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Sub captains go down with their ship! |
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#7 | |
Black Magic
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I just found a splash sound and I'm going to add it to events that use splash visuals (Object01_splash and Object02_splash and my own creation Object03_splash for bodies and all...he he) |
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#8 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
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There is a DG sound out there with spent shells hitting the deck already
Will have to search my discs for it |
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#9 |
Black Magic
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I'm happy to report that it %$^&% works!! I have attached a splash sound to Object01_splash and Object02_splash (and my own creation Object03_splash). Object01_splash is for the big flaming particles you see and Object02 is another version of those particles from explosions. Now when they hit the water you see the splash and you HEAR it! Object03 is my creation of the debris that flies when you shell a ship with your deckgun.
I do need better splash sounds. I'm looking for one for the big flaming particles and one for the small black shards that you see when you shell a ship or from splinter explosions. Also I'm no sound expert so I'll ask you all for suggestions on settings. There are minradius and maxradius settings for the sound. For each splash what do you think these should be? I believe these values are in meters (m). We now can add sound to events, make new events and have sound for them, the imagination is the only thing holding us back now! ![]() ![]() ![]() |
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#10 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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![]() Great work RB and Privateer ![]() |
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#11 | |
Sonar Guy
![]() Join Date: Apr 2007
Location: 14 Meters
Posts: 394
Downloads: 29
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#12 |
Silent Hunter
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Since we can create new sounds & events can we somehow get a whistle/horn blast for sinking ships? There are several free foghorn & ship sounds on the 'net that could be used. It was customary to give a whistle signal to notify sailors to abandon ship if the P.A. system had been knocked out. Maybe it would also be appropriate for colisions & similar situations. I noticed that "PT Boats: Knights of the Sea" has this feature, and it would be awesome for SH3.
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#13 |
Watch
![]() Join Date: Aug 2007
Location: Ballarat, Australia.
Posts: 28
Downloads: 6
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Call me cruel or whatever but I'd love to hear some screams from enemy crewmen as they fling themselves into the sea when their ship has caught fire.
It'd also be great to hear "Bernard" say things like 'depth charges in the water' and 'enemy is pinging us sir'. I'd also love it if members of the crew muttered suitable things under their breath if depth charges exploded particularly close to the submarine and things started getting _really_ tense, as in Das Boot. And how about a few variations on the crew cheering when you successfully torpedo an enemy ship or down an ally plane? A few more sounds for the environment would also be great. Like howling winds in the middle of a storm. Or the distorted sounds of the waves above when you are submerged at shallow depth. You could also add more creaks and groans to give further definition to ships breaking apart. If you want more ideas you might want to hire out whatever submarine films you can get your hands on from your local video store. Or any films with naval combat for that matter. Hollywood is famous for its awesome sound effects. ![]() |
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#14 | |
Mr. Bad Wolf
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![]() Quote:
http://www.mediafire.com/?2dsyvdx29dm Not my creation, though...
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#15 |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
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Can we just clarify this:
Are you activating the original sounds that the devs never finished/made work?
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