![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Grey Wolf
![]() Join Date: May 2005
Location: Somewhere over there
Posts: 834
Downloads: 46
Uploads: 0
|
![]()
I want to add a nuclear sub "rumble" to the ohio, but have no idea how. Help.
|
![]() |
![]() |
![]() |
#2 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
as to how to actually do that im not sure. sounds is a part of modding i havent done yet as for creating the noise lay a microphone on a table or desk when a train passes then just edit and loop the sound |
|
![]() |
![]() |
#3 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
|
![]()
Check the sub DSD file.
|
![]() |
![]() |
![]() |
#4 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
|
![]()
Summary:
- Create your (ambient) sound loop (wav-file) and place it in the Sound-folder. - Add a new sound definition to the SH.SDL file. Give it a unique name (use similar naming semantics as the other sound definition, f.ex. 'Ambient.Nuclear'). Point it to the wav-file, and set all the appropriate attributes, like 3D sound properties, volume, loop, etc. - In the DSD file add a SoundSource controller and in it's properties, reference the unique name specified in the SDL-file (in the 'Name' property, the 'Identifier' is for special purposes and can be left blank). This controller basically 'instantiates' the sound. - In the DAT-file create an empty and invisible dummy node (or if you have a specific object that is already in the correct place you can also use this node) and position it where you want to 'hear' the sound. If it's an ambient sound or non-3D sound the position doesn't matter (you always hear it at same volume regardless of the position) but if it is a 3D sound then it does, since the sound will be loudest here, and fades off the farther you are away from it. - Take the id of the dummy node and put it in the 'parent id' field of the controller you just created in the DSD-file. This ties the 'sound instantiation' to an actual 'location'. With this info I suggest you first analyze existing (stock) sounds, it will become clear then. It's actually quite easy and takes just a couple of minutes... That wraps it up.
__________________
![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|