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Old 01-26-11, 12:01 PM   #1
stoianm
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Originally Posted by Stormfly View Post
hmm... there is a small problem, if TDW`s explosion particles hit the water, maybe after a torp impcat, the "wasserbomben" sound is also triggered then.
What is the exact name of the particle impact? If I will remove them from sdl file i will solve this problem?
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Old 01-26-11, 12:16 PM   #2
TheBeast
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Quote:
Originally Posted by Stormfly View Post
hmm... there is a small problem, if TDW`s explosion particles hit the water, maybe after a torp impcat, the "wasserbomben" sound is also triggered then.
This may not be a bad thing but it can be fixed.
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Originally Posted by stoianm View Post
What is the exact name of the particle impact? If I will remove them from sdl file i will solve this problem?
it is the last entries in SH.SDL file.
Removing them will stop all sound for new depth charges in the water sound.
After looking at files, it appears the problem may be in the Baza DSD file. The new sounds were added to existing particles Parent ID.
Maybe adding complete new entry specifically for Depth Charges would fix.
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Old 01-26-11, 12:24 PM   #3
stoianm
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Originally Posted by TheBeast View Post
This may not be a bad thing but it can be fixed.

it is the last entries in SH.SDL file.
Removing them will stop all sound for new depth charges in the water sound.
After looking at files, it appears the problem may be in the Baza DSD file. The new sounds were added to existing particles Parent ID.
Maybe adding complete new entry specifically for Depth Charges would fix.
Hi TheBeast,

It is too much for me!.
I hope Stormfly or somebody that can manage that will solve this problem. I understood that maybe when a torpedo explode we will hear "wasserbomben". Not such a big deal. Until the problem will be solved we will play like that!
Thanks!
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Old 01-26-11, 03:01 PM   #4
Stormfly
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Maybe adding complete new entry specifically for Depth Charges would fix.
changing or creating a seperate trigger for TDW`s particel splashes seams to lead to a better solution (if that is possible), but on the other hand, even if the problem wouldnt exist, sonarguy`s "Wasserbomben" is also triggered if deptcharges are dropped far away on another contact, but if using enough random sounds for that would maybe compensate it.
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Old 01-26-11, 03:05 PM   #5
stoianm
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Originally Posted by Stormfly View Post
changing or creating a seperate trigger for TDW`s particel splashes seams to lead to a better solution (if that is possible), but on the other hand, even if the problem wouldnt exist, sonarguy`s "Wasserbomben" is also triggered if deptcharges are dropped far away on another contact, but if using enough random sounds for that would maybe compensate it.
So, do you think you can fix that?
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Old 01-26-11, 03:43 PM   #6
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Thanks just downloaded it and under attack , it works fine and adds imersion
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Old 01-26-11, 03:52 PM   #7
stoianm
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Thanks just downloaded it and under attack , it works fine and adds imersion
What means ''adds imersion''?
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Old 01-26-11, 04:00 PM   #8
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What means ''adds imersion''?
immersion means, that it adds to the feeling of being there in real live
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Old 01-26-11, 04:08 PM   #9
Rongel
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Quote:
hmm... there is a small problem, if TDW`s explosion particles hit the water, maybe after a torp impcat, the "wasserbomben" sound is also triggered then.
Sh*t! It was too easy I guess... Ok, let's figure a way to fix this. I guess one way is to remove TDWs particle sounds but ofcourse this is a nasty solution. I could try to add wasserbomben sound to another depth charge related sound like "Depth charge under-water trail.wav" but I'm not sure if it works. But I won't rest until this is fixed! This is a really important issue, especially if you are playing without external camera! Sadly I can't do this today or tomorrow probably, so feel free to tinker with this if you want!

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btw... this is expandable with more random reports and or scared crew mumbelings and so on
It seems that you can use here only really short audio clips, like 1,5 seconds at max. Don't know yet why...
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