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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sparky
![]() Join Date: Jan 2010
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The squeak is close, but the impact sounds different from the one from hnsa.
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#2 |
Engineer
![]() Join Date: Dec 2009
Location: Canada
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There's a good reason for that, actually – the recording quality on the HNSA is rather poor, and so I figured that leaving more echo on impact would make it sound more lively.
If people want, I can make one that is more of a dead-sounding "thunk" like you hear on the recording. However, I am pretty sure that that is just the sound as heard through their low-quality microphone, cutting off the actual fullness of the sound. I will try and make a dead-sounding mod for later tonight, and will put both links in the OP.
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SH3: 100% Realism, DID, GWX 3.0 + SH3 Commander 3.2 + HITMAN'S BETA GUI FOR GWX 3.0 (in a word: AMAZING) + FM Interiors + SH5 Water + Thomsen's Sound Pack 3.2 + BillCar's Sonar Ping http://tinyurl.com/billcarpingmod SH4: 100% Realism, DID, RFB / TMO1.9+RSRDC / OM+OMEGU. |
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#3 | |
Rear Admiral
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#4 |
Engineer
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Location: Canada
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I would absolutely love for this to be possible, but so far, it does not seem to be.
![]() Hopefully someone who knows better than I can come along and prove me wrong, because that would really be fantastic and would work WONDERS to up the realism.
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SH3: 100% Realism, DID, GWX 3.0 + SH3 Commander 3.2 + HITMAN'S BETA GUI FOR GWX 3.0 (in a word: AMAZING) + FM Interiors + SH5 Water + Thomsen's Sound Pack 3.2 + BillCar's Sonar Ping http://tinyurl.com/billcarpingmod SH4: 100% Realism, DID, RFB / TMO1.9+RSRDC / OM+OMEGU. |
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#5 |
Sparky
![]() Join Date: Jan 2010
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Thank you for earlier explanation
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#6 | |
Engineer
![]() Join Date: Dec 2009
Location: Canada
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I, too, am really into the realism side of SH3. Since I work from home (and am also working on a thesis) I have a lot of time to have SH3 open while working, so I guess I'm lucky that way! Put that together with my obsession with sound and recording, and I'm surprised it actually took me this long to start making the mod!
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SH3: 100% Realism, DID, GWX 3.0 + SH3 Commander 3.2 + HITMAN'S BETA GUI FOR GWX 3.0 (in a word: AMAZING) + FM Interiors + SH5 Water + Thomsen's Sound Pack 3.2 + BillCar's Sonar Ping http://tinyurl.com/billcarpingmod SH4: 100% Realism, DID, RFB / TMO1.9+RSRDC / OM+OMEGU. |
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#7 | ||
Rear Admiral
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#8 | ||
Seasoned Skipper
![]() Join Date: Mar 2008
Location: Oakland CA, USA
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one way to do it could be to somehow connect the ping sound up to the stealth meter. so when its green you have one pinging sound, when its turns red the contact pinging sound....hmmm ![]() |
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#9 | |
Engineer
![]() Join Date: Dec 2009
Location: Canada
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I don't have the meter on when I play SH3, but yes, that's the same basic idea: when your SO says "Enemy is pinging us, sir!" the pinging is louder than before, intended to reflect you being hit by the ping. If there was some way to isolate that volume trigger and make it trigger a different sound file, that'd be ideal. I just don't know how to do that, or if it is even possible... ![]()
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SH3: 100% Realism, DID, GWX 3.0 + SH3 Commander 3.2 + HITMAN'S BETA GUI FOR GWX 3.0 (in a word: AMAZING) + FM Interiors + SH5 Water + Thomsen's Sound Pack 3.2 + BillCar's Sonar Ping http://tinyurl.com/billcarpingmod SH4: 100% Realism, DID, RFB / TMO1.9+RSRDC / OM+OMEGU. |
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#10 | |
Engineer
![]() Join Date: Dec 2009
Location: Canada
Posts: 203
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Also remember to use the sounds in game and not just test them as wav files on their own, as they are calibrated to be heard with background noise as well (the sound will be more subtle in the game than if you just listen to the sound file with no background noise).
__________________
SH3: 100% Realism, DID, GWX 3.0 + SH3 Commander 3.2 + HITMAN'S BETA GUI FOR GWX 3.0 (in a word: AMAZING) + FM Interiors + SH5 Water + Thomsen's Sound Pack 3.2 + BillCar's Sonar Ping http://tinyurl.com/billcarpingmod SH4: 100% Realism, DID, RFB / TMO1.9+RSRDC / OM+OMEGU. |
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#11 |
Seasoned Skipper
![]() Join Date: Mar 2008
Location: Oakland CA, USA
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its really coming along billcar, this last version sounds very cool. the big question: what did it really sound like? heres some stuff i found you might like:
http://soundbible.com/1184-Sonar-Ping.html http://www.freesound.org/tagsViewSingle.php?id=2792 http://www.soundsnap.com/tags/sonar |
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#12 |
Engineer
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Location: Canada
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Hi Brett,
You can actually hear a recording of the ping hitting a submarine as recorded from the inside! The recording appears to have been made in the 40s or early 50s (it was declassified by the USN in the early 60s and released by a sonar development company, apparently). I found it yesterday, and that is what I based the new sounds on. You can listen to it here: http://www.hnsa.org/sound/soundinthesea/track32.mp3 I think I got it pretty dead-on with Mk IIB, but I may need to make it a bit louder. My plan is to keep the impact sound at the same volume (or maybe *slightly* louder), and then make the squeak sound of the ping a fair bit louder. This way, when you are hearing the ping without the enemy getting a return, you will hear the squeak and not really hear the impact very much. Then, when the enemy is getting a return (and your SO says "Enemy is pinging us, sir!"), the game turns the volume up on the ping sound, and that should make the impact audible. I'll probably release Mk IIC tomorrow. I've got it so that it works pretty well on my own sound set-up (I play with headphones on mostly), but it will produce different results on everyone's rig. This is a limitation of the game - ideally, I would be able to have two sound files (ping with no return, and ping with return) and the game would alternate between them based on whether or not you were in the sonar cone. Haven't yet discovered if this is even possible, but I suspect it is not. What I have done with these files is the best possible compromise I can think of, so far. Thanks for the links you provided, by the way! Neat stuff. I was actually going through the freesound website's pings yesterday, but they were all modern ping sounds. ![]()
__________________
SH3: 100% Realism, DID, GWX 3.0 + SH3 Commander 3.2 + HITMAN'S BETA GUI FOR GWX 3.0 (in a word: AMAZING) + FM Interiors + SH5 Water + Thomsen's Sound Pack 3.2 + BillCar's Sonar Ping http://tinyurl.com/billcarpingmod SH4: 100% Realism, DID, RFB / TMO1.9+RSRDC / OM+OMEGU. |
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#13 |
Sparky
![]() Join Date: Jan 2010
Posts: 158
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It seems that the squeak is shorter in hnsa and the hit has an echo
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#14 |
Admiral
![]() Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
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Guys,
Let me Tell you something, and please don't take me wroung...it is just Explaining something to you that you are forgeting... ![]() You have to be able to see the difference between A modern sonar sound and a 40's sonar sound! So far what I see here posted by you, is sound of Modern Sonars and not the sound back on the 40's Submarines and Warships... You have info here: http://en.wikipedia.org/wiki/Echosounder I think you are going in the wrong direction and mixing Modern with old sounds! ![]() Last edited by JCWolf; 03-04-10 at 06:02 AM. |
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#15 |
Swabbie
![]() Join Date: Mar 2010
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I'm currently reading 'Das Boot' by L.-G. Buchheim and he describes the sound of an ASDIC bouncing on a uboat like throwing a hand of pebbles against the hull. I think the sound BillCar has generated is very close to this description.
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