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Old 01-21-08, 01:51 AM   #1
Torps
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New sounds- BETA IS OUT FOR TESTING

UPDATE 07:08 02/26/08

Alot of changes and enhancements have been made and there are a few to go. At this point I am working on putting in whale sounds,

Thanks castorp345 for the whale sounds!

The work here is dedicated to Dave, so rest assured more to follow.

Questions?, Concerns?, just post .

Changes to SH.Sdl

Torpedo launch sound increased
Torpedo Doors opening sound increased
Lightning volume levels adjusted
Diving sound level increased
Surface ambient sound increased
Sub interior sounds lowered slightly
Depth charge sound increased (inside sub)
Deck Gun sound slightly increased
Shellnoise increased
torpedo noise increased
Periscope sound increased
Crash dive sound increased
Surface sound increased (wind & waves slightly)
Ship Siren sound increased
Big shell impact (radius increased*sound*)
Rain sound distance increased

NEW/UPDATED MACHINE GUN SOUND MIXED WITH 20MM RECORDING
NEW/UPDATED BATTLESHIP MAIN BATTERY SOUND
NEW/UPDATED SURFACE_INT
UPDATED WAVE BAD WEATHER
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Last edited by Torps; 02-26-08 at 10:37 AM.
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Old 01-21-08, 02:26 AM   #2
vindex
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I have noticed something strange about my creaking sounds, and I don't know if it's related to a mod or the game itself. (I'm using Ultimate Sound Mod on top of TM).

When I'm at periscope depth, I hear lots of creaking, fairly loud. When I dive deeper, I hear no creaking at all, total silence. Any ideas what is happening here?
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Old 01-21-08, 08:33 AM   #3
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I good with the sounds Torps. Any idea if you can get the sounds that came with the game working? Steve got the damage sounds going. Perhaps the other voice sounds that are not working. Can you do anything with these?
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Old 01-21-08, 08:36 AM   #4
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It was great work that you and Luke did Torps, I would not play the game without them. I am with AVG, be nice to get the voice stuff working


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Old 01-21-08, 08:59 AM   #5
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I've been thinking of adding some ambient sounds to the sonar background noise...whale songs, stuff like that. Haven't looked for samples yet, though. It's constantly on my to-do list, which quickly becomes my damn-I-forgot-this-again list! :rotfl:
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Old 01-21-08, 09:05 AM   #6
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I'm using the ROW sound mod which I assume is your guys' work. I was wondering why some distant sounds don't last as long as when they are up close. I notice this alot with targets I'm shooting at with the deck gun. I see the explosion and then hear it later as is appropriate, but the sound gets choked off suddenly. It should basically ring out as long as a close-by explosion but have less volume. I'm using the maximum sound settings in-game. I have a X-Fi Platinum sound card with EAX enabled. What might I be doing wrong?
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Old 01-21-08, 09:06 AM   #7
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Near complete lack of hull compression sounds.

I played a single mission in GWX. Type XXI. I got nailed by a very well placed hedghog volley. My boat was doomed. Something I noticed was the sound of the creaks got more ominous as the boat dropped. There were pipes bursting, and rivets popping (a feature restored in SH4 with the Gato, Salmon, and S boat mods that recently came up, thanks guys). As the boat continued its drop, the sounds increased in frequencyj. finally 3 minutes later, the boat went beyond crush depth.

This was a total Das Boot Gibraltar scene, without the shovel full of sand.

In SH4 There are no reports of reaching or exceeding max depth. The boat passes beyond safe depth, and the XO stands there looking dumb.

Concerning the hull creaks, can something be done about this?
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Old 01-21-08, 09:08 AM   #8
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@letterboy: That's probably something to do with the sh.sdl file used in this mod. Try running ROW Sounds without that file (i.e. disable the mod, remove that file from the mod folder, enable, run the game).

ETA: Any progress with finding any other enemy ships that don't produce hydrophone sound?

ETA #2:
Quote:
Originally Posted by pythos
Near complete lack of hull compression sounds.

I played a single mission in GWX. Type XXI. I got nailed by a very well placed hedghog volley. My boat was doomed. Something I noticed was the sound of the creaks got more ominous as the boat dropped. There were pipes bursting, and rivets popping (a feature restored in SH4 with the Gato, Salmon, and S boat mods that recently came up, thanks guys). As the boat continued its drop, the sounds increased in frequencyj. finally 3 minutes later, the boat went beyond crush depth.

This was a total Das Boot Gibraltar scene, without the shovel full of sand.

In SH4 There are no reports of reaching or exceeding max depth. The boat passes beyond safe depth, and the XO stands there looking dumb.

Concerning the hull creaks, can something be done about this?
That's how creak sounds work in ROW Sounds, too. Also, the XO does report "we're diving too deep, sir" every time I pass crush depth in my game (using ROW Sounds, of course, though I think it works in vanilla game as well).
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Old 01-21-08, 11:08 AM   #9
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Awesome, I will get working on this stuff very soon.
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Old 01-21-08, 01:31 PM   #10
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Quote:
Originally Posted by Torps
Awesome, I will get working on this stuff very soon.
Excellent, look forward to this


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Old 01-21-08, 02:11 PM   #11
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Maybe the sound of torpedo-doors opening: a bit louder?
Or the sound of launching a torp a bit louder.
But i don't know if it is very historically accurate the way it is now, or the louder version?

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Old 01-21-08, 07:09 PM   #12
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Default @ Dr Beast

Dr Beast, thanks for the reminder. I'm still trying to find boats with no hydrophone sounds but got side-tracked with a new BF2 mod (occasionally I need some quick shoot-em-up action).

Also, thanks for the tip about the sh.sdl file . . . I'm about to crank up SH4 and see how that works.
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Old 01-21-08, 07:35 PM   #13
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better idea, your Idea for a new mod?

Quote:
Originally Posted by fvd
Maybe the sound of torpedo-doors opening: a bit louder?
Or the sound of launching a torp a bit louder.
But i don't know if it is very historically accurate the way it is now, or the louder version?

Regards,
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Old 01-21-08, 07:59 PM   #14
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RE Hull creaks:

They are in the game, but queued to occcur much deeper then we could normally expect to achieve. Since we don't dive as deep as we did in SH3, you never or rarely hear them.
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Old 01-22-08, 07:25 AM   #15
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Quote:
Originally Posted by letterboy1
Also, thanks for the tip about the sh.sdl file . . . I'm about to crank up SH4 and see how that works.
Just so you know, S3D now supports modding of that file
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