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Old 08-03-10, 01:20 AM   #1
Vorkapitan
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[REQ] DC explosions seem short?

Hi Mates,

I think someone else reported this recently....but it does seem that the DC explosion sounds do cut off too early.

Any sound experts out there that can show us how to extend the DC explosion sound time?

Thank u for any advise.
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Old 08-03-10, 06:49 AM   #2
TheDarkWraith
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Quote:
Originally Posted by Vorkapitan View Post
Hi Mates,

I think someone else reported this recently....but it does seem that the DC explosions do cut off too early.

Any sound experts out there that can show us how to extend the DC explosion time?

Thank u for any advise.
what do you mean by cut off too early? And what are you wanting to extend?
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Old 08-03-10, 09:51 AM   #3
SteelViking
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If you are talking about the sound of the explosions, that would be very easy to lengthen.
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Old 08-03-10, 11:21 AM   #4
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Quote:
Originally Posted by SteelViking View Post
If you are talking about the sound of the explosions, that would be very easy to lengthen.
Yes, the explosion sound is being cut short by about 30%. Even if you add new sound sample the play time cuts the sound sample short.
I was usig the DC sound that has the double clap then a spash and most of the time you just hear the initial explosion and some times the double or echo but never hear the splash.
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Old 08-03-10, 12:07 PM   #5
SteelViking
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Quote:
Originally Posted by TheBeast View Post
Yes, the explosion sound is being cut short by about 30%. Even if you add new sound sample the play time cuts the sound sample short.
I was usig the DC sound that has the double clap then a spash and most of the time you just hear the initial explosion and some times the double or echo but never hear the splash.
Oh, now changing the sound controller for it might be more difficult. I will look around and see what I can find though. I thought that the sound sample was all that would need changed.
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Old 08-03-10, 07:07 PM   #6
BowfinSS287
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i wish you guys all the best....this is very annoying
i shorten my sound to try and fix this....it works ok
but it really needs to be fixed right....good luck

note : sometimes i also get a static pop noise
i guess the sound wav doesn't like getting cut-off
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Old 08-03-10, 07:20 PM   #7
BowfinSS287
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i just had i thought.....can you use more than one wav file for DC sound
what i mean is play DC1.wav then 2nd DC sound would use DC2.wav
and so on....maybe SH5 is cutting off the sound because it's starting the
file over and over (muilt DC in the water)...this is just a guess
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Old 08-06-10, 10:04 AM   #8
BowfinSS287
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any luck yet ?
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Old 08-06-10, 10:52 AM   #9
robbythesub
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I get this problem too, very annoying!
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Old 08-06-10, 02:40 PM   #10
Krauter
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I think the whole DC sequence needs to be fixed.

For one, as the OP pointed out the sound both in exterior cam and inside the sub is not good. There is not a good sound of explosion nor damage sounds inside the sub. Also, while you get DC'd and they're close your submarine will shake (on external cam) yet inside the sub there is nothing
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Old 08-06-10, 02:49 PM   #11
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We are working on this. Vorkapitan has figured out some interesting stuff, but no definitive fixes yet. It is weird that the sounds are not working, because I have checked the controller files, and everything seems like it should be working.
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Old 08-06-10, 02:51 PM   #12
Krauter
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I remember seeing this in the SH4 Mods section where someone had a newer CrashDive Order sound (Longer klaxon sound and orders and rushing water, etc) that lasted something like 25-30 seconds and was being cutoff around 10-15 seconds.

I think that the game can only support sound sequences that are only so long.. if that is so could you possibly chain together numerous shorter sound sequence one after the other so that when played in sequence could last (theoretically) indefinately?
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Old 08-06-10, 03:23 PM   #13
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Quote:
Originally Posted by Krauter View Post
I remember seeing this in the SH4 Mods section where someone had a newer CrashDive Order sound (Longer klaxon sound and orders and rushing water, etc) that lasted something like 25-30 seconds and was being cutoff around 10-15 seconds.

I think that the game can only support sound sequences that are only so long.. if that is so could you possibly chain together numerous shorter sound sequence one after the other so that when played in sequence could last (theoretically) indefinately?
Theoretically yes. The sound controllers available in Goblin support using a selection of several sound samples, and the way they are played can be set. However, in practice, they would sound terrible. Every transition from sound to sound would have a clip in it(a split second of static). I believe we just need to keep digging for the reason that the sound keeps cutting off, and fix it.
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Old 01-11-11, 11:42 AM   #14
BowfinSS287
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is there any hope for this problem?

any?
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Old 01-11-11, 05:21 PM   #15
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Quote:
Originally Posted by BowfinSS287 View Post
is there any hope for this problem?

any?
this problem is present since SH3, much 2D sounds are limmited to 18 seconds lenght, many other shorter. The best way to play longer sounds are the 3D crew channels, but in SH5 there is an additional restriction of playing multiple crew sounds at the same time

that means (for example) you are allowed to hear sounds from the executive officer at the same time with other crew sounds, if the executive voice is executed first, but not vice versa.
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