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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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Rear Admiral
![]() Join Date: Apr 2005
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http://www.speedyshare.com/598238619.html I hear you on the audio volume if you need it to be louder, but I matched it to the original default file in loudness that shipped with the game, so it is in balance and this is the signal that the devs decided was appropriate to balance out the ambience. A better way would be to find the control line that dictates how loud the diesels should be in game and modify that instead since this file is close to clipping already. If you need to increase the volume, I'd suggest loading it up in a wav editor and add maybe 1 dba in increased signal strength. 1 dba in signal strength will add a 12.2% increase in signal volume. The one thing that you have to remember in doing this however is that some sounds (call them details) are at the end of the rope already - they cannot get past 1.00 on this scale and still be defined (This is what the signel file looks like right now for my modified file): ![]() So what will happen here if you start increasing signal strength is that the core sound will be louder at the expense of the finer details of the file that will being lost forever - ie. they can never get any louder period than 1.0 on that scale you see above, and if you try, they garble and become an inaudible mess (distortion). So I guess you have to guage on what detail you are willing to loose in favor of the core sound being louder. You don't have this problem on a stereo system because you just crank the output volume (just like if you knew where to look in the game engine, you could just boost this output level too!), but with an input signal file you have a limitation like this. Just remember - the file I provided is the exact same in signal strength, and will be portrayed at the exact same volume in game that the original diesels made without modification when the game was shipped - ie. it is in balance with the rest of the game. Jokingly though, it is missing the original files stuck valve problem! ![]() Some quicktime info in case you or anyone else wants to transcode any additional files: If you want to convert any other files off that same site, just follow these steps: Download the Quicktime file that you want to convert. The way to get any Quicktime file into a WAV without having to record it (to preserve the originals quality), just do this - 1. Install Quicktime Alternative if you don't have the Quicktime Codecs already on your system - http://www.filehippo.com/download_qu...e_alternative/ - You probably have this already though. 2. Install a wave editor. I personally recommend Goldwave. Goldwave's trial lasts forever by the way, but if you use it, I'd recommend buying it since it is worth it. The trial has a limitation as well - it can only do 150 things per session, so if you do too many things in one long session, you will have to save your work, exit Goldwave, and then restart it and load up your work in progress. Kind of annoying if you are working on a long project, so buy it if its a problem! ![]() 3. Install AVISynth - http://avisynth.org/mediawiki/Main_Page 4. In the same directory as your quicktime mov file that you want to convert to a wav, create an AVISynth .avs script in the same directory (basically create a text file and rename it .avs instead of .txt) - in this case, this needs to be only 1 line in the file that I named engine.avs: DirectShowSource("mainengine.mov") Now save that text file. 5. Right click that new .avs file you just made and hit open with Goldwave (or alternativly, start Goldwave and then open that .avs file). AVISynth will then trick Goldwave, or whatever other program you use, into thinking this is a RAW Wave file (same thing it does with video too, but thats a different subject). All you have to do then is simply save this tricked file as a WAV immediately and presto! You have the original file in a more easy to use and modify format! If you run across a copyprotected file, this should also bypass any copyprotection since what you are doing in essence is latching on to Direct X instead of opening the file directly. You make windows internals open the file instead of an external program, and then just save the RAW data in un-copyprotected form. You should be able to use this trick on most file types if you feel the need to convert them to a wave for editing. These include WMA files by the way. Since WMA is a MS codec, I am not quite positive you can bypass any copy protections, but it may work in this regard too (though I doubt it since Direct X is definitely tied into the WMA and WMV standards). In case you care what AVISynth is, think of it as a professional multimedia editor. I usually use it for video editing and frame serving, but it has 1,001 uses I tell you! Converting Quicktime audio is just one of those! -S |
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