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#1 |
XO
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Hi to all, watching the movie Das Boot, we can hear a weak e-motor like sound when the attack periscope is turned on the left or on the right by the captain.
So, is it possible to add in SH3 a/that sound when the attack periscope is turning? thanks, s |
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#2 |
Old Gang
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Yes
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#3 |
XO
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How?
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#4 |
XO
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Hi Thomsen, is it really possible? should be nice hear that sound when we're working at periscope!
Last edited by Sag75; 07-23-08 at 07:22 PM. |
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#5 |
Pacific Aces Dev Team
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In the NYGM mod you can hear a "click" each degree of periscope turn, and there is already a noise for raising the periscope. So it should be possible :hmm:
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#6 |
Stowaway
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Interesting idea, but even if it's possible to make a sound of it, it would have to change it's pitch which depends on how fast the periscope is turning ? :hmm:
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#7 |
XO
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Well, it is certainly possible to produce this type of sound. SH3 abounds with examples: the raising and retracting of the periscope is just one example.
Good sound samples aren't too hard to find on the net (and sometimes, elsewhere in the game). With a decent sound editor and a little practice, it isn't too difficult to make up something suitable. The problem is how to associate the sound with an in-game event or key-press. I have seen some ways by which SH3 initiates and controls some existing sounds. But how can a new sound (say a modified periscope up/down) be incorporated? Edit: Good point, Contact, pitch change is modifiable with a sound editor. Presumably you would need two sound files. But again how to incorporate them in game? I can't even find the controller for the scope! Mind you I haven't looked too hard - still having lots of fun with S3D on the graphics side of things! I'm also wondering how the scopes were powered. Were they both electrically driven in the horizontal plane? Last edited by Cheapskate; 07-24-08 at 08:34 AM. |
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#8 |
Admiral
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Maybe by attaching the sounds to the cursor-keys.
I use the keys to move the scope since they move slower than the mouse, -and we know that we can already attach sounds to keys!:hmm:
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#9 |
XO
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Hi, i saw into several SH3's files and i wasn't able to see any linkage between sounds and events. So i don't know in which file this association occurs, but must be somewhere: for example when you rise/low the scope there is a sound associated to this action.
About the recording, we can bring the same sound that we can hear in the movie (of course, if is not so disturbed from talking, but in Thomsen's sound mod we can hear the DD propellers recorded by him directly from DasBoot movie!). the research goes ahead... |
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#10 | |
XO
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PT did use a similar method on his "Ctrl+S" trigger for the diesel start sequence. However it was linking to an existing set of sound files. It's true the sounds had changed , but they were still in name, standard SH3 sound files. I am just a bit concerned that a completely new sound would not work in this way. However, I'm only a novice at stuff like this. Hadn't really given the subject any thought before this thread started. Maybe there would be no problem. Suppose there's only one way of finding out ( unless PT deigns to give us the benefit of his considerable experience :rotfl: ) - that's by giving it a try!! Edit @Sag75 There are a few places where you can find sound link files. F'rinstance the Submarine, Interior and Objects directories all contain DSD files. These refer to various sound effect WAV files. Couldn't immediately see anything to do with periscope though. The Library directory may also contain them. The Cursor key links are in the data/Cfg/Commands_eng.cfg file. Plenty of places to look and that's probably only half of them.!!! Good Luck with your search ![]() Last edited by Cheapskate; 07-24-08 at 02:02 PM. |
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#11 |
Old Gang
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Can't be linked to keys, coz everytime you press it (in periscope view or not) you'll hear the sound.
Have to be linked to the movments of turning the scope (horizontally and vertically). The pitch part might be the awkward part... the own game has a pitch controler, but I'm not 100% that will fit in this case. There's no need for two sounds, just one sound will do. The pitch controler itself will simulate the start/stop of the electric motor from the scope. Might look into the snorkel aswell... ![]() If gets to work, might be incorporated into SH4. I'll take a look on it on the weekend. If I manage to pull it off, will be on the next release of the sound pack. I'm still looking for some german speakers to help me making new voices to replace the old ones. I need 9 candidates!
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#12 |
XO
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Phew!! Am I glad to see you PT.
![]() Encouraging to note that you only see the changing between fast and slow revolutions as a difficulty. I wonder how many players actually use both rotation speeds and even if they do, whether they would mind having a single speed sound. I certainly wouldn't. As long as the sound started and stopped when the scope movement did, that would surely be sufficient. Note you are still looking for volunteers for the rework of the German speech files. Some months ago I'm sure I saw a thread somewhere on Subsim where a number of people had volunteered for a similar project. I'll see what I can dig up. |
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#13 |
XO
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hi, I normally use the three kind of rotations. I think if you can link a sound to arrow keys when you rotate your periscope, you can also associate a different sound when you hit Ctrl+arrows or Shift+arrows.
The discrimination is how the association occours: the sound can be linked to the rotation itself or to the kind of key couple with? |
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#14 | |
Eternal Patrol
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As for different pitches, how fast did the electric motor rotate the scope? Did it have more than one speed? Is the speed governed by the arrow keys accurate, or was it slower. More to the point, the observation scope was operated by hand from a standing position and had no motor. If you give the sound to one, will it also appear in the other? I won't argue against creating the sound, because no one has to use it. I'm just asking what the end result will be, as I'd love to have it both ways, selfish blighter that I am.
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#15 | |||
Old Gang
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