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Old 07-12-10, 07:57 PM   #1
Seminole
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I searched through the archives and I was never able to find reference to any discussion relating to "bulkhead collapse sound effects" and the fact that they aren't present in the sim.

These were even present in AOTD back in the last century. It was a nice effect to listen for after an attack while diving into the deep.

It has been my feeling that having something along these lines would add to the overall immersion effect.......every little bit helps ...so they say.

I'm a bit puzzled that someone never at least attempted something along these lines. I hear explosion effects from time to time that are keyed, it seems, to missed torpedoes that detonate at the end of their range. So it seems that bulkhead sounds would certainly be within the realm of possibility.

Just a thought.
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Old 07-12-10, 08:17 PM   #2
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If you are referring to the creaking and movement of bulkheads etc in the U-boat that are heard the deeper you go they ere the following files:
Creaks_Level1.wav
Creaks_Level2.wav
Creaks_Level3.wav
Creaks_Level4.wav
Way back I had a sound pack for GWX 1.03 & 2.01, about 32meg uploaded at Filefront together with 6 pages of mods I had done but they deleted them and I was too lazy to put them back up. If these are what you are talking about then I could upload the above sounds and if they still don't have the impact you could go further to edit the sh3.sdl mixer file!
I am sure that others have modded this though!
If you are referring to ship bulkheads collapsing on their way down then yes their isn't much except for the files:
Scufundare vapor.wav
Scufundare vapor_hyd.wav
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Old 07-12-10, 08:18 PM   #3
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That may be an area State Machine Controllers could handle.

Anvart could answer this question I believe.
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Old 07-12-10, 09:01 PM   #4
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Sorry for not being clearer. Actually, I was referring to bulkheads of sinking merchants as in AOTD and the movie Das Boot....


("Now they are going to the bottom. It's the bulkheads. They've collapsed. ..." Capt.-Lt. Henrich Lehmann-Willenbrock)



If anything, the creaking U-Boat effects are just a wee bit overdone.
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Old 07-12-10, 09:59 PM   #5
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Yes it would be a good mod, the problem with the Scufundare vapor.wav sound is that is often starts before the ship has sunk if it is going down slowly, I placed a long silent break at the beginning, this helps a lot but not really very good, I agree with Privateer on this though finding a trigger will be the problem!
Can anyone point me to some good "collapsing bulkheads" sounds?
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Old 07-12-10, 10:20 PM   #6
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I've got one I really like, and it's in DBSM. Two problems though:

1) As was said, the sound starts as soon as the ship is officially sinking, and if the ship takes an hour to sink, the sounds keep going for all that time. And of course the bulkheads don't really collapse until the ship is deep enough for the pressure to crush the rooms that are still filled with air.

2) The sound is indeed there, and can be heard if you are close to the ship - like 300 meters close. Any further than that, and no sound.
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Old 07-12-10, 10:23 PM   #7
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Take the sound from video.......

Quote:
Originally Posted by Reece View Post
Yes it would be a good mod, the problem with the Scufundare vapor.wav sound is that is often starts before the ship has sunk if it is going down slowly, I placed a long silent break at the beginning, this helps a lot but not really very good, I agree with Privateer on this though finding a trigger will be the problem!
Can anyone point me to some good "collapsing bulkheads" sounds?
http://abclocal.go.com/wpvi/story?se...cal&id=6598994

and sample,
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Old 07-12-10, 11:37 PM   #8
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Quote:
Originally Posted by Vendor View Post
Collapsing homes!
@ Steve, yes the sound that I am using is from Das Boot, so probably the same, I just edited it to give more oomph without clipping so will have to see, have also edited the sdl file, there is a setting for time delay so I set that to 30 seconds and widened the sound range, will do some tests!
Edit: Tested it and really makes stuff all difference!
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Old 07-13-10, 03:08 AM   #9
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Try this out!

Success! Not 100% but certainly a lot better than what it was, I have done a version for GWX3:
http://www.filefront.com/17050355/GW...lapse_SFX.rar/
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Old 07-13-10, 04:03 AM   #10
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Reece

Just DL' ed, great little mod, very immersive, great addition to my game.
Works like a charm.
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Old 07-13-10, 10:34 AM   #11
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I just gave it a listen, and I have two questions.

1) I see that the long gap is after the sound. How exactly does that affect the way it sounds in-game. Naturally I would expect the silence to be before the sound. Obviously I'm wrong about that, but I was curious as to why.

2) What exactly did you change in the Sdl? I ask because I'm using several other mods that change the Sdl, and I wanted to use S3D to make the change to the one I'm already using, if that is possible.
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Old 07-13-10, 04:56 PM   #12
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All I can say is WOW!. The collapsing sound kicks in soon after the ship is declared Going Down.


Sometimes the ship has not sunk fully but that is of little import ,at least to me...'cause I'm usually headed deeper anyway and don't see that aspect very often. Anyway I assume fire and the destruction is enough to cause bulkheads to collapse too...

Thanks Reece for the fast action and this addition.
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Old 07-13-10, 06:41 PM   #13
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Steve, the main thing he changed in the SDL was the delay time on both Scufundare Vapor files from 0 to 30.
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Old 07-13-10, 07:03 PM   #14
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Cool! Now I can make those changes in my wacked-out setup.

Thanks.
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Old 07-13-10, 08:53 PM   #15
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Also the 3D for the Scufundare vapor.wav, with this ticked the sound is only whispered! The files have a long period of silence to help in stopping the sound from looping, funny but having the loop ticked is better, also with it unticked as long as you are in the area between 20m to 800m the file loops, I have tried a number of time and it seems the looping has gone!
Anyway like I said it's about the best I can get it!
Edit: Additionally the hyd sound is still set at 1100m, one of the main reasons for shortening the audible sound to 800m was so that you clear the zone quicker so as the chance of looping is minimal or gone.
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