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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Mar 2005
Location: St. Louis, MO, USA
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The Scufundare vapor_hyd.wav file is in the sound folder of SH4, but it doesn't seem to get played when you manually point the hydrophone at a sinking ship. If you 'fly' over to a sinking ship with the free cam, you can hear the non hyd version play though.
Wasn't this in earlier versions of SH4? Did a recent patch kill this sound somehow? Or was it never in the game to begin with? I definitely remember it in SH3. Whatever happened, this sound needs to be in the game and picked up by the hydrophone. |
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#2 |
Ensign
![]() Join Date: Apr 2005
Location: Poland
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i think this patch make a lots of bug with sounds. Very often hydrophone don't work
![]() I really need mod witch fix hydrophone, and sound inside the u-boot, because this game write now is unplayable. |
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#3 |
Grey Wolf
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Anyone willing to take a look at this problem?
I tried messing around with sh.sdl increasing radius and volume and it didn't do anything so I reinstalled off the dvd and the sound definitely works in stock 1.0. I'll try patch 1.3 next I guess. If it works in that, I'll retry patch 1.4 stock to make sure it isn't a mod doing this. edit: It does not seem to work in patch 1.3. The sh.sdl values for scunfundare vapor_hyd.wav were the same from 1.0 to 1.3 to 1.4. I don't have the other patches to see exactly when this was introduced. Last edited by tedhealy; 04-03-08 at 01:19 AM. |
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#4 |
Stowaway
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I'm using 1.4 with ROW, RSM and RFB - it works in this configuration. You can even hear the ship roling on the buttom after a long time, and from quite a distance as well.
On my present patrol im on route home from Luzon. Ill try to pass close to one of the places where i previously have sunk a ship in shallow waters. Then ill try to check if i STILL can hear it. |
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#5 |
Grey Wolf
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Interesting, because that was basically what I was using minus ROW (using PE2). What's your install order? Do you have any other sound mods installed?
What are your sound options set on in the menu? Realistic travel? Sound channels slider? Music muted? |
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#6 | |
Grey Wolf
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I'll turn it off and see if that restores the sound.
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#7 |
Grey Wolf
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Vers. 1.5, no sinking hydrophone sounds with stock SH4, realistic sound travel on or off.
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#8 |
Grey Wolf
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I don't get it in 1.5 stock or with several combos of mods either.
Very odd that mav got it with 1.4 with several mods where I couldn't hear it stock 1.4 or with a similar combo of mods. Does anyone else hear this sound in 1.4 or 1.5? Specifically do you hear the sound of the ship breaking up on the hydrophone? Doesn't seem like a soundcard thing, my soundcard is built into the mobo and MONOLOITH has an actual souncard :hmm: |
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#9 |
The Old Man
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Hmm, I just verified, I didn't hear it when she was sinking, but I definately heard it when she hit the bottom (400+ meters), and kept hearing it afterwards constantly (mixed with P25_#Dust_underwater_hyd.wav).
Unmodded 1.5, mission Torpedo Attack lesson
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#10 | |
The Old Man
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#11 |
Grey Wolf
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I just played around with the sound.sdl in the Silent 3ditor.
I expanded the range of the vapor_hyd to 2000 meters, to make sure I could hear it from torpedo launch distance; and no fix. I also played around with changing it from a 3d sound or not. No change. The hardcoded trigger to play the wave file isn't working for some reason. This is something that definately needs a fix.
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#12 |
Grey Wolf
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Yeah, I tried setting it at 5,000, 10,000, and 20,000 and did similar changes to the min radius too. I also tried setting it identically to sounds that are heard on the hydrohpone. And my last test was to change the wav file to the non hydrophone version and other sounds which can be heard on the free cam when close to the ship. Nada.
Hmm, maybe I'll try to sink a ship and then get as close as possible, under 200 yards, and see if it can be heard on the hydrophone then. |
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#13 | |
Grey Wolf
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Use NSM to slow down the sinking, to give yourself the time to get close. I have a feeling you still won't hear it though. I think something's broke in the hardcoded trigger; and the Sound.sdl can only effect the audio parameters, not the actual trigger. Really strange. I'd really love for M_mearean or Dan to take a look at this one.
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#14 |
Grey Wolf
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I'm on 1.5 now, no NSM
![]() I'll have to be in close to begin with and then quick, but I pretty much know you are right. I won't hear it. I'm just wondering...if I can hear the non hydrophone version on the free cam while up close to the ship, will I be able to pick that up on the hydrohpone when up close? I'm assuming not, but I thought it would be worth a shot. Just to reiteriate, this did work in 1.0 but got lost somewhere along the patching process. |
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#15 |
Seasoned Skipper
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No it is missing, though it hasn't always been. I had a look in the sound config file, its there and it is mentioned in the SH3sound.act file also.
Dunno about this one... |
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