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#1 |
Stowaway
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Help? sound file assingment driving me to drink!
Ok, I have a really nice lil' sound bite of the aftermath of an underwater explosion. I'm trying to assign it in my DC noise mod, but it's driving me nuts.
First off it looks as if I'll need two of the same thing: one for hearing it 'up close and personal' and a second one for hearing it via the hydrophones. Although that might only be a matter of internal volume more than anything else (I hope!) But I can't get the %^$# thing to play at all. And I don't understand why. Maybe a wiser, more experienced head can help me. In the library I have a file called DC_noise_bubbles.dat. This is the file that generates the bubble cloud resulting from an exploding DC (basically a modified Bold1). I also have a file called dc_noise_1.dsd, which is the file that (should) direct what sounds to play when the bubble cloud is generated. In the Sound folder I have a file called DC noise.wav, which is the actual sound file. For the properties of the SoundSource of dc_noise_1.dsd I have the name set as "DC_noise_bubbles.DC noise". If I'm interpreting the existing .dsd files correctly, the part preceding the period is the dat file the sound is associated with, and the part following after is the name of the sound file itself. But it isn't working; there is no sound being played when the bubble cloud forms. I've no idea what I'm doing wrong, or how to fix it. Little help, please? |
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#2 |
Stowaway
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Anyone?
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#3 |
Planesman
![]() Join Date: May 2005
Location: Below . . .
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I don't know anything about it, but other problems with sound files evolved from stero/mono files.
Why can't the noise sound be attached to the explosion sound itself and use one single sound file? Sorry I can't be of any real help.
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"You can either watch things happen, make things happen, or wonder what the heck happened." Capt. Phil Harris ![]() GWX 2.1 - SH3 Commander 3.2 - OLC Ubermod 2.4.2 - DiD |
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#4 |
Chief
![]() Join Date: Aug 2006
Location: some where in the deep blue sea
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hay buudy try using ADOBE AUDITION 1.5 that will help you. as that is very good for doing that sort of thing, that is what i used when i did some new sound they have a new 3.0 out http://www.adobe.com/products/audition/
![]() p.s try setting it on 1600mhz not 4500mhz as sh3 dose not like 4500mhz |
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#5 | ||
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
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![]() Quote:
Quote:
http://www.subsim.com/radioroom/show...826#post820826
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#6 | |||
Stowaway
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![]() Quote:
![]() Made two entries --one for ambient and one for hydro-- and triple-checked everything. Sound still won't play, and now when I abort the test mission and exit the game I get crashes, with errors in sound.act. --sighs-- |
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#7 |
Old Gang
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I don't know if this is of any help, but in my sound mod I tried putting a sound for DC explosion and it wouldn't play. I realised that the sound was too long. I've shortened the sound to 5 seconds and it started playing.
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To each his own |
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#8 | |
Stowaway
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![]() Quote:
* sound.act and ntdll.dll are the two error messages I get when exiting the game Last edited by Albrecht Von Hesse; 04-13-08 at 01:08 PM. |
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