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03-07-08, 07:01 PM | #1 | |
Silent Hunter
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03-07-08, 07:08 PM | #2 |
Stowaway
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Oh yes.
It is possible!! I have edited the SH3.sdl files many times. Depending on what you want to do? You may need to rework several files. You may need to create new files also. It all depends on what you want to do. Who would have thought Air Raid Sirens were possible? |
03-07-08, 07:25 PM | #3 |
Rear Admiral
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I could be mistaken, but i think sounds need:
- a node in a dat - a controller in a said dats sim file, DSD file, or both - an entry in the sh.sdl At least thats what ive observed when working with sub interiors. Ive thought about adding more atmospheric sound sources in the interiors, but was afraid of generating undue lag. Engine/gun sounds are a different thing though. |
03-07-08, 07:37 PM | #4 |
Stowaway
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You don't always need a node in the dat.
Again, it depends on what and how you want the sound to come across. For an example I'm looking at in SH3. On the Turm, you hear the desiel engines. Go to the interior and the desiel sound is not there. If we add the aud_Desiel node with corrected ID's Will it work? Of course we need look at all dsd files and sdl file also. |
03-07-08, 07:57 PM | #5 |
Rear Admiral
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Node in dat - i was probably thinking of sounds sources. Such as water or steam pipes. I only looked at this stuff in passing, so im probably way off base. Edit: Its worth noting that stock fleet boat interior files have no sounds to them at all. SteveTRM added them in. I dont remember if he use an aud_node or not. anyway, ill shut up. Now im curious as to what else is in some of those dsd files. (not that i havent looked already) Think i figured out why my earlier attempts at getting band music on the docks failed.
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03-07-08, 08:54 PM | #6 |
The Old Man
Join Date: Apr 2007
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LukeFF, it's possible. Go to the properties of the wpn_Cannon controller in the sim file. Open up the Fire-node, and there you see a property 'effect'. It has an id. Select 'effect', and copy the value to the clipboard (in hex format!). Now, open up the particles.dat, and do CTRL+F, and paste the id into the textbox and hit Find. You'll see that the node will be selected either $MGun_muzzle_flash or $Big_muzzle_flash, or some others, depending on the gun. These are shared muzzle flashes by all (most?) guns. In the particles.dsd you will find the associated muzzle sound. To make a unique sound for a different weapon you have to clone a few nodes in both particles.dat and .dsd (to create a new effect+sound), a sound entry to the sdl-file (which defines the actual soundfile to be played), and lastly assign the newly created effect id to the weapon.
Hope this makes a bit sense Just try [edit] I'm not sure if there are tricks to do this easier (without cloning nodes), maybe someone else knows.
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO Last edited by skwasjer; 03-07-08 at 09:14 PM. |
03-07-08, 09:34 PM | #7 |
Silent Hunter
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I'll give that a try, skwas. Thanks!
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