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#1 | ||
Black Magic
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#2 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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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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#3 | |
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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#4 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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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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#5 |
Black Magic
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what exactly are you trying to do
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#6 |
Black Magic
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Here are all the identifiers one can use:
DiveIn ToSurface WaveLap ElectricEx DieselEx DieselUw Propeller TorpDoor1 Shipwake DieselInsideSub ElectricInsideSub AmbientRadioRoom AmbientKitchenRoom RainLocal hyd DepthCranks Sink Engine mix ShipwakeBowSlow ShipwakeBowFast ShipwakeSternSlow ShipwakeSternFast |
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#7 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Quote:
May I ask wich ones would you use for the sounds I described below? |
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#8 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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A bit complex to explain. I am trying to do some experiments with the whale whose conversion to SH5 was kindly granted by Jimbuna.
I got out simplifying by a strong measure its file structure. Originally the 3D model was contained in a dat file located in the library folder, and attached to the main unit's dat file as a dummy. It meant a double set of DAT, DSD and VAL, files. For sure there was a reason for doing it so, but for me it was quite difficult to track down the problem that made it to ctd on hydrophone station. Now, the unit is working correctly (no more ctds, detectable on hydrophone, etc.), and I am giving it the final touches. As for sounds this is the plan: work done 1) I've split the external song sound in 6 different was files sampling different wavelenght ranges, each with different min an max radius set in sdl, since (in real life and by a human ear) low frequencies should be heard from as far as 10 km or so, while high wavelenghts travel much lesser distances. I got out reproducing this effect in game, and I have to say that it is very nice. Besides this, I made the song sounds audible only underwater and, only the two lowest samples, inside the submarine. I wish to reduce a bit the volume of the sounds audible through the hull, but whenever I try, they "desappear". 2) The hydrophone song sound was split in 4 sub-sounds, following the same method as above, but with longer min and max ranges set in sdl file. As lon as I tested them, they worked like a charm. Obviously they are heard only on hydrophone, and at the maximum volume allowed by their ranges. to do 3) a blowhole spout sound was added to the sdl file, and should be triggered by the corresponding particles. Should be audible only above water, on external camera. 4) taislapping and breaching sounds were also added to the sdl, and should be triggered by the corresponding particles, when the unit crosses given depths below or above the sea level. They should be audible both under and above water and, in lesser measure, inside the sub. 5) finally, a weak wake sound should loop while the whale is moving. This is the only sound tha should depend on unit's speed. That's all ![]() |
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