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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
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Location: CJ8937
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Hi there,
I am currently working on importing a SHIII unit in SH5. Among other things, I am trying to set the volume of its sounds. For doing it I am using the AmbientVolume controller, that allows us to change sound volumes depending on both camera and parent object's location. Its main parameters are sorted in arrays. Each array is composed by an identifier (making reference to SounSource identifiers in the same dsd file) and by a group of volume modifiers for different camera and object position: Code:
ObjectAboveWater ObjectBelowWater CameraAboveWater CameraBelowWater CameraInterior CameraSonar - whenever I set two or more sounds to share the same identifier, trying to set their volume as a group, SounSource stops working and they can be heard "normally" in game as if the controller wasn't there. - If I am not mistaken, sound modifier parameters seem to be expressed as percentages of the original volume (0=silent, 1=100%); nonetheless, everytime I try to set a value <1, instead of being reduced sounds are zeroed. In other words, the controller behaves like an on/off trigger. Did anyone else experiment with it? I wonder whether I am missing something, or peraphs AmbientVolume is no longer fully supported by SH5? ![]() |
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#2 |
Black Magic
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AmbientVolume controller works fine in SH5. Take a look at FX update, it uses it for the flares, debris, torp explosion, etc.. Sounds more like you're using an illegal identifier. What identifiers are you using? You did add your sounds to the Sh.sdl file correct?
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#3 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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Another quick question on sounds:
I wish some sounds to be triggered by particle generators (splashes, wakes, etc), i.e. being played during the lifespam of particles, and stopping particles desappear. I am sure something like this is feasible, but I have no clue on how to do it. Until now simply giving these sound the same parent IDs as the particle generator tha should trigger them, didn't give the expected results. Probably I could get inspired by some existing unit, but if in the meanwhile some good-hearted oldtimer will read this thread, his help will be much appreciated! ![]() |
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#4 | |
Black Magic
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#5 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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Downloads: 793
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![]() Quote:
As for identifiers, I am using custom ones. Suspecting that this could have been the reason, I tried to change them with standard ids (iirc Propeller, or Engine), and it didn't make any difference. I'll try again anyway. Thanks! |
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#6 | |
Black Magic
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#7 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
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Is this enough? Are there no special names/settings to be given in .sdl file? No special identifier to be set in SoundSource controller? No other controller in .dsd file to be associated with generator's ID?
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#8 | |
Navy Seal
![]() Join Date: Jan 2011
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![]() ![]() Quote:
![]() ![]() EDIT: WHY hy2? Isn't it hyd? On the unit I am workin on the Identifier hyd seems to work correctly.... ![]() |
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#9 | |
Black Magic
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![]() Your SoundSource, AmbientVolume, and SonarTarget entries parent ID will be what I spoke about above. |
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#10 |
Navy Seal
![]() Join Date: Jan 2011
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Sorry, one more question:
according to your experience, is sounds volume, especially on hydrophone, somehow related to ship's current speed? Perhaphs through the ShipSound controller (StdByMaxRpm parameter)? If so, is there any way to set sounds free from this constrain? |
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#11 | ||
Black Magic
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#12 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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![]() Quote:
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My sounds, not having the hy2/Effect identifier, are subject to the ShipSound controller. That's why SoundVolume behaves like a switch: everytime it tries to change the volume for the second time, sound aren't played at all. This is the theory. Now it has to be proved or controverted in practice. Here comes my next question: what if I want to set two or more groups of sounds having different SoundVolume settings, since we have only the "Effect" option for non hydrophone identifiers? Is it possible that devs din't think about it? ![]() |
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#13 | |
Black Magic
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![]() structure would look like this: main 4/100 node - SoundSource, AmbientVolume, SonarTarget | - child 4/100 node - SoundSource, AmbientVolume, SonarTarget | - child 4/100 node - SoundSource, AmbientVolume, SonarTarget | etc. |
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#14 | |
Navy Seal
![]() Join Date: Jan 2011
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![]() Quote:
![]() As for hydrophone sounds, it seems we don't need to resort to the node structure you have depicted. I got several hydro-sounds linked to the very same parent node playing at once, by simply putting a SonarTarget controller after each SoundSource entry in DSD file. But, since they had different min and max radius set in sdl file, I had to sort them from the lowest (on top) to the loudest, otherwise only the loudest, the one having the highest maximum range set in sdl, was played. P.S. as suggested by you, I've tried to switch to "Effect" the identifier of sounds whose volume I wanted to change. But something was wrong: they started to be played in sonar room (where their volume was set to 0) while on external camera their audible range was greatly shortened (ignoring sdl ranges). On the other hand, external cam above water volume was set to .5, and this time the sound was audible, but I couldn't hear any differece with the underwater volume that was set to full (1). I am missing something, or for what I am trying to do the Effect identifier doesn't work either... ![]() |
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#15 |
Black Magic
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what exactly are you trying to do
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