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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: May 2005
Location: Somewhere over there
Posts: 834
Downloads: 46
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I have a confusing problem with the ALAAAAM!! sequence call.
Despite the fact when I play the ogg file I get the whole sequence (the alarm cry, followed by many other similar calls, and then the sound of organised chaos for several seconds. The scene from Das Boot). But when run in the game it is only a couple of seconds long, which really ends up causing an effect of getting cut off for the player. How can I get this call back to it's original length. I am running operation monsun, 2.0 with the newest patch to fix the large save files. I do not think this is necessarily a problem with this mod. I am running Spax's German speech mod. |
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#2 |
The Old Man
![]() Join Date: Aug 2006
Location: Yonkers, NY U.S.A.
Posts: 1,507
Downloads: 154
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Same thing here:hmm: Running the same speech mod as you.
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#3 |
Grey Wolf
![]() Join Date: May 2005
Location: Somewhere over there
Posts: 834
Downloads: 46
Uploads: 0
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I looked at the contents of the mod and there are no sdl files in the mod. Thinking that the original Silent Hunter 4 sdl file is the culprit for the shortened dive sequence, I tried Sh3's just as an experiment.
The result was the same cutting short of the dive sequence. Will continue to find the problem. |
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#4 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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Certain audio files have a time limit before they will cut off. The General Quarters alarm sound, for instance, is limited to 15 seconds.
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#5 |
Ensign
![]() Join Date: Apr 2008
Posts: 222
Downloads: 46
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I wonder is it possible to queue sound files, when one ends, other starts and so on.. Even if each of them would be 5-10 seconds long, queueing (Sorry but i cant recall how it is written) would propably help out if it is possible. :hmm:
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#6 |
Grey Wolf
![]() Join Date: May 2005
Location: Somewhere over there
Posts: 834
Downloads: 46
Uploads: 0
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Better so, find the file that limits the length, and change it.
But as i stated, the SH3 sdl file (the one that on SH3 allows for the whole Alaarm sequence) when placed in sh4 as sh.sdl, results in the same cut off. What is it in the game that limits the length of the sound files used? |
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#7 |
Grey Wolf
![]() Join Date: May 2005
Location: Somewhere over there
Posts: 834
Downloads: 46
Uploads: 0
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Okay, how about this. Not use the ogg files, but instead use the ingame sounds for the alarm sequence.
All I need is a .wav version of the GWX's Alaarm call. (the one several seconds long). I was taking this and putting in inplace of the alarm bell. Could work. |
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