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Old 03-03-10, 06:00 AM   #1
verte
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The squeak is close, but the impact sounds different from the one from hnsa.
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Old 03-03-10, 08:24 AM   #2
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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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Old 03-04-10, 02:11 PM   #3
frau kaleun
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Quote:
Originally Posted by BillCar
b) have one sound for when the enemy is pinging without getting a solid return on you, and another for when you are actually being hit by the ping
This? Would be awesome.
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Old 03-04-10, 02:25 PM   #4
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Quote:
Originally Posted by frau kaleun View Post
This? Would be awesome.
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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Old 03-04-10, 02:34 PM   #5
verte
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Thank you for earlier explanation Don't waste your time to make a special version for me - I don't have time to play sh3 anyway because of work I'm just interested in all mods that makes the game more realistic, so I read this forum in free time.
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Old 03-04-10, 02:37 PM   #6
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Quote:
Originally Posted by verte View Post
Thank you for earlier explanation Don't waste your time to make a special version for me - I don't have time to play sh3 anyway because of work I'm just interested in all mods that makes the game more realistic, so I read this forum in free time.
No problem! And if you change your mind, let me know - it's really no trouble.

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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Old 03-04-10, 02:50 PM   #7
frau kaleun
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Quote:
Originally Posted by BillCar View Post
I would absolutely love for this to be possible, but so far, it does not seem to be.


Quote:
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.
Yeah, I agree. It would be cool if a ping actually finding the boat you're in sounded more ominous than the standard, "oh yeah they're pinging the area" sound.
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Old 03-04-10, 03:06 PM   #8
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Quote:
the standard, "oh yeah they're pinging the area" sound.


Quote:
Since I work from home (and am also working on a thesis) I have a lot of time to have SH3 open while working
now you can set the camera up in the new captains lounge while on patrol and work on your thesis!


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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Old 03-04-10, 03:18 PM   #9
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Quote:
Originally Posted by brett25 View Post

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
Hi Brett,

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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Old 03-03-10, 05:52 PM   #10
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Quote:
Originally Posted by verte View Post
The squeak is close, but the impact sounds different from the one from hnsa.
Try version IIB, I just uploaded it and it mimics the sound on the recording very closely (they have an almost identical sonic profile in the sound editing program I use).

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).
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Old 03-03-10, 09:30 PM   #11
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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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Old 03-04-10, 12:31 AM   #12
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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.
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Old 03-04-10, 05:30 AM   #13
verte
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It seems that the squeak is shorter in hnsa and the hit has an echo
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Old 03-04-10, 05:48 AM   #14
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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!
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Old 03-04-10, 10:53 AM   #15
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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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