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#1 |
Engineer
![]() Join Date: May 2003
Location: Bottom of New York Harbor
Posts: 203
Downloads: 518
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Well I got it to work twice tonight.....
![]() ![]() I'm still messing around with the Sound useing Timetraveller's Mini Tweaker....(Thanks Reece) for pointing me in the right Direction.... The 2 times it worked it Sounded GREAT! ![]() The other times....... ![]() ![]() ![]() Last edited by Hawk U-375; 09-19-06 at 10:08 PM. |
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#2 |
Lieutenant
![]() Join Date: Apr 2005
Location: Germany
Posts: 266
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There's a fire and a siren sound?
![]() Edit: Ok normal sirens. I thought there was a special one too when a ship was hit. Last edited by Warmonger; 09-20-06 at 11:48 AM. |
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#3 |
Engineer
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Location: Bottom of New York Harbor
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There is a "Ship Fire 1"...in the Sounds.....What I did was blend a ships Siren into it.....
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#4 |
Engineer
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Location: Bottom of New York Harbor
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Ok I think I got it!!!!!!!!! I had to abandon the Siren /Fire....sound clip...because it didn't work as often as I had hoped..... :?
Sooo I went a New Route.....I took the: P11_@ref_torp_great_explosion and added the Siren onto it...this way...I didn't have to mess with the SH3 sdl. file.... :? 8) ....... Sooooooo When that Eel hits a Merchant...you will hear a loud explosion...then the Siren goes off....... 8) ....I have it extend for 28 seconds....If a second eel hits.....they sound like they are in Stereo.... I need Testers......Sooooooo Who will help me out..... Great thing about this is....the farther away from teh Ship the more muffled it will be...as too distance..... :wink: Back up all files!!!!!!!!!!! (In case you don't like) FEED BACK!!!!!!! I need it...sooo help http://rapidshare.de/files/33871984/P11__ref_torp_great_explosion.wav.html Last edited by Hawk U-375; 09-20-06 at 09:58 PM. |
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#5 | |
Engineer
![]() Join Date: May 2003
Location: Bottom of New York Harbor
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#6 |
Ocean Warrior
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Any idea if a siren was even routinely used in this type of scenario ?
Anyway, nice sound, but maybe add a delay before it starts, after the torpedo hit. Siren comes on the nanosecond the torpedo hits, which seems a bit to quick. ![]()
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#7 |
Torpedoman
![]() Join Date: May 2005
Location: United States
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I played with the file and made the siren delay for a few seconds after the torp hit.
http://rapidshare.de/files/33877930/...osion.wav.html The only problem Ive found is if you hit a ship with several torps quickly the alarm can get duplicated and sound a tad off. If there were some way of making this wav only play during the first torp hit on a ship I think it would be perfect. Nice overall idea! Last edited by SeaWolf IV; 09-21-06 at 12:13 AM. |
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#8 |
Chief
![]() Join Date: May 2006
Location: madison wisconsin
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ok ..i'm going to run it now .i use the sound delay from avg joe ...will this alter that too?..guess i'll find out ..
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#9 |
Engineer
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Location: Bottom of New York Harbor
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Excellent idea about the Delay!!!!!
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#10 | |
Engineer
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Location: Bottom of New York Harbor
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I wanted to make this wav so as to make the Merchant seem "Alive".... ![]() |
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#11 |
Engineer
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Location: Bottom of New York Harbor
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I was thinking.....:hmm: ....What if we trail off the sound at the end...
Sooo say one the first Trop. hits....it gets lower and lower..then Bam the second one hits...and it's loud...then lower and lower....:hmm: At work right now will Test tonight. ![]() |
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#12 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
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Shame you can't attach a sound to the spotlight that comes on from the ships when your detected at night!
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#13 | ||
Silent Hunter
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#14 | |||
Ocean Warrior
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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