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Old 04-08-08, 03:45 PM   #1
Albrecht Von Hesse
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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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Old 04-12-08, 10:26 AM   #2
Albrecht Von Hesse
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Anyone?
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Old 04-12-08, 10:45 AM   #3
Gairith
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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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Old 04-12-08, 01:35 PM   #4
wildchild
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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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Old 04-12-08, 01:42 PM   #5
skwasjer
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Quote:
Originally Posted by Albrecht Von Hesse
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.
I would advice using the same filename for the .dsd, although I don't think it matters.

Quote:
Originally Posted by Albrecht Von Hesse
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.
Nope, the 'name' should be pointing to an entry in the .sdl file (do you have one?). And the notation (incl. the dot) of those names has a different meaning, see my post here:

http://www.subsim.com/radioroom/show...826#post820826
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Old 04-13-08, 10:28 AM   #6
Albrecht Von Hesse
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Quote:
Originally Posted by skwasjer
Quote:
Originally Posted by Albrecht Von Hesse
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.
I would advice using the same filename for the .dsd, although I don't think it matters.

Quote:
Originally Posted by Albrecht Von Hesse
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.
Nope, the 'name' should be pointing to an entry in the .sdl file (do you have one?). And the notation (incl. the dot) of those names has a different meaning, see my post here:

http://www.subsim.com/radioroom/show...826#post820826
No, I didn't have an entry in the .sdl file; had no idea about that.

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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Old 04-13-08, 10:50 AM   #7
Philipp_Thomsen
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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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Old 04-13-08, 12:58 PM   #8
Albrecht Von Hesse
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Quote:
Originally Posted by Philipp_Thomsen
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.
I'll try that. If that doesn't work, though, I'm throwing in the towel for now. I've tried just about everything I can think of. In the Sh3.sdl I have the two sound files added, plus a 'master' one with sample.wav flagged as a folder (which mirrors the examples I've looked at for particles, torpedoes, etc.) but I still get no sound. Plus I get crashes when I exit the game. (I forget the exact locations of the errors; if they happen again --as I'm sure they will-- I'll add the exact locations to this*)

* 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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