SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 07-06-12, 03:51 PM   #1
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by gap View Post
Another quick question on sounds:

I wish some sounds to be triggered by particle generators (splashes, wakes, etc), i.e. being played during the lifespam of particles, and stopping particles desappear.

I am sure something like this is feasible, but I have no clue on how to do it. Until now simply giving these sound the same parent IDs as the particle generator tha should trigger them, didn't give the expected results.

Probably I could get inspired by some existing unit, but if in the meanwhile some good-hearted oldtimer will read this thread, his help will be much appreciated!
The sound has to be attached (it's parent node) to the type 4/100 node of the particle (if you want the sound to be associated with just the particle) or of the particle generator (thus sound is played where the type 4/100 node's location is)
TheDarkWraith is offline   Reply With Quote
Old 07-06-12, 04:00 PM   #2
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by TheDarkWraith View Post
The sound has to be attached (it's parent node) to the type 4/100 node of the particle (if you want the sound to be associated with just the particle) or of the particle generator (thus sound is played where the type 4/100 node's location is)
Is this enough? Are there no special names/settings to be given in .sdl file? No special identifier to be set in SoundSource controller? No other controller in .dsd file to be associated with generator's ID?
gap is offline   Reply With Quote
Old 07-06-12, 04:05 PM   #3
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by gap View Post
Is this enough? Are there no special names/settings to be given in .sdl file? No special identifier to be set in SoundSource controller? No other controller in .dsd file to be associated with generator's ID?
That is all. It's really that simple to add new sounds (besides needed entries in DSD file and Sh.sdl also)

Your SoundSource, AmbientVolume, and SonarTarget entries parent ID will be what I spoke about above.
TheDarkWraith is offline   Reply With Quote
Old 07-06-12, 04:17 PM   #4
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Sorry, one more question:

according to your experience, is sounds volume, especially on hydrophone, somehow related to ship's current speed? Perhaphs through the ShipSound controller (StdByMaxRpm parameter)? If so, is there any way to set sounds free from this constrain?
gap is offline   Reply With Quote
Old 07-06-12, 04:26 PM   #5
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by gap View Post
WHY hy2? Isn't it hyd? On the unit I am workin on the Identifier hyd seems to work correctly....
hy2 is what all the stock DSD files in SH5 are using for underwater (hydrophone) sounds. It appears they made a change to the game engine and hy2 is the new underwater identifier. No idea what happens if you use hyd.

Quote:
Originally Posted by gap View Post
Sorry, one more question:

according to your experience, is sounds volume, especially on hydrophone, somehow related to ship's current speed? Perhaphs through the ShipSound controller (StdByMaxRpm parameter)? If so, is there any way to set sounds free from this constrain?
If the sound's SoundSource identifier is Effect or hy2 it's free of this constraint. I've found that only sounds made through a controller (i.e. ShipSound) have this constraint.
TheDarkWraith is offline   Reply With Quote
Old 07-06-12, 04:53 PM   #6
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by TheDarkWraith View Post
hy2 is what all the stock DSD files in SH5 are using for underwater (hydrophone) sounds. It appears they made a change to the game engine and hy2 is the new underwater identifier. No idea what happens if you use hyd.
It works too. Tested several times during these days. Also imported units contained in OHII do use this identifier and by the way with no exception they miss the SonarTarget controller, with no apparent problem.

Quote:
Originally Posted by TheDarkWraith View Post
If the sound's SoundSource identifier is Effect or hy2 it's free of this constraint. I've found that only sounds made through a controller (i.e. ShipSound) have this constraint.
So maybe I know what is happening: probably sh5 sound's volume can be modified only once. In other words, you can't apply a sound modifier on top of another one.
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?
gap is offline   Reply With Quote
Old 07-06-12, 04:58 PM   #7
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by gap View Post
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?
You create another type 4/100 node that has the parent of the original type 4/100 with 0 for position and rotation data. Now you set your next sound to this (it's ID). You keep adding type 4/100 nodes to the main 4/100 node for each sound you need a SoundVolume controller to work on

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.
TheDarkWraith is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 05:16 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.