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Dangerous Waters sound effects mod [SA reply re: Music mod]
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porphy



Joined: 22 Nov 2002
Posts: 455
Location: Sweden

PostPosted: Mon Mar 28, 2005 11:08 pm    Post subject: Reply with quote

Hi

Quote:
Jamie mentioned an agg addition utility called AGGCOPY, but I can’t find it anywhere, either on Google, nor in sound mods, nor at any SC site. I have all the sound files backed up and they contain no such blemishes within them, but unless I can find AGGCOPY and that method, then I suspect we are going to get BB sound clicks within any future DW sound mod using the 'SC Sound Edit' utility.


Yes, it would be great if the community could get a sfx.agg rebuilder that didn't introduce clicks. I had to go back to the original audio sfx beacuse of BB clicks, but the interface aggs for different platforms are a treat. Thumbs Up

Cheers Porphy
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finiteless



Joined: 05 Aug 2004
Posts: 751
Location: Australia

PostPosted: Thu Apr 14, 2005 10:23 pm    Post subject: Reply with quote

The new sound mod (ver 2) is now available for download from the Subguru site.

http://www.subguru.com/

Thanks a bunch for hosting these Bill!

--

Description:

There are many tweaks to the sounds, some not very noticeable at first, and some obvious. It incorporates all the previous features, plus:

I’ve changed the sonar sounds significantly in this version with the main aim of allowing the player to audibly hear the differences between active platform types. Ships and subs have the two lower frequency pings (and you can also tell these apart easily). The active torpedos sound not much different, just a bit quieter and slightly higher in pitch.

Previously all of the sonar pings operated at the same frequency, and in fact, as it turns out, they were all crafted from the same original sample ping. Being the same frequency made differentiating between surface pings, dipping sonar and sonobuoy pings, and active torpedo pings very confusing, They all sounded somewhat the same, just the torpedos had a shorter ping decay.

Now you can tell what type of platform is pinging you. I also cleaned up the pings themselves, in order to remove two click flaws with all of them (that is how I know that all came from the same file). They are also less piercing now during heavy pinging. It’s going to sound a bit strange at first, but you will quickly work out what sound goes with which platform.

Weapons sounds have been adjusted, dive audio added to 688, Akula and SSN-21, plus the new US and Russian sub hit and sinking sounds, and a similar sound for the FFG7. Also, our hostess is three times louder than before.

(now, just need to find a way to get rid of the clicks caused by conversion from .wav to .agg)

EDIT: I forgot to mention the diving voice and alarm sound additions.

--

NOTE: dial up download not recommended


Last edited by finiteless on Fri Apr 15, 2005 2:16 am; edited 1 time in total
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Lane



Joined: 10 Jan 2002
Posts: 975
Location: Southwest , Indiana USA

PostPosted: Fri Apr 15, 2005 12:00 am    Post subject: Reply with quote

May I ask some questions on Finiteless DW sound mod ver 2
I just download from Bill's site the main audio file I guess sfx.agg file
made a back up and installed the new sfx.agg file.
I have a save on We dive at dawn I think ver 2 checked the stations
inside the 688i can't tell much difference? but I did hear that clicking
sound some.
Now here is what I am wondering about? What is the 688i interface
sound mod do? and looking in the 688i interface folder I don't see
any 688i interface sound file to backup Sad Will this be a new 688i
interface agg sound file we are adding?
One more question is there a sound player that plays agg sound files
so you could listen to them before installing? Could not fine one on
search on web?
Thank's for any comeback
Lane Very Happy
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finiteless



Joined: 05 Aug 2004
Posts: 751
Location: Australia

PostPosted: Fri Apr 15, 2005 12:40 am    Post subject: Reply with quote

Lane wrote:

Now here is what I am wondering about? What is the 688i interface sound mod do?



Did you read the description given above before asking this?

There are 59 edited sounds within the 688's interface file alone.
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Lane



Joined: 10 Jan 2002
Posts: 975
Location: Southwest , Indiana USA

PostPosted: Fri Apr 15, 2005 1:13 am    Post subject: Reply with quote

No I guess I missed the description about the sound's Sorry Embarassed
Sound's like you are little upset with my question Sorry Embarassed
I will e-mail Bill about your mod and ask these questions about
the files
Sorry to have bothered you.
I am just a old man trying to install your mod
Age 68 Stare
Lane Very Happy
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finiteless



Joined: 05 Aug 2004
Posts: 751
Location: Australia

PostPosted: Fri Apr 15, 2005 2:08 am    Post subject: Reply with quote

Not a problem Lane, just seemed an odd question to be asking, given that discription right above it, is all. Now I understand your question. Smile

All I can suggest, other than the description I have given, is to use them, and if you were familiar with the original DW sounds and their balance, then you will notice quite a lot which is different within all the updated platform files (except the Kilo, which is unchanged due to the inability of jsteed's .agg to .wav extractor to open it).

btw; I forgot to mention the diving voice and alarm sound additions in the description above.
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Lane



Joined: 10 Jan 2002
Posts: 975
Location: Southwest , Indiana USA

PostPosted: Fri Apr 15, 2005 2:28 am    Post subject: Reply with quote

Thank's no problem Very Happy I guess the 688i sound interface will be a brand
new file I am adding to 688i interface folder? I did not see any sound
file to overwrite I am going to install it now and check the new sounds
I installed some background sounds in SC like people talking seems they
sounds like they were in a command center at Nas space center someplace Smile not sure but picked up some talk along those lines?
will install your 688I interface and see how they sound. Very Happy
I saw you wrote something about the new files but my fault I never
read them in detail Very Happy
Thank's have a good one
Cheers
Lane Thumbs Up
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Lane



Joined: 10 Jan 2002
Posts: 975
Location: Southwest , Indiana USA

PostPosted: Fri Apr 15, 2005 2:38 am    Post subject: Reply with quote

My Mistake Embarassed I got looking there is a agg sound file to backup Embarassed going to make the backup folder and install new one
Sorry I just missed it. When I went to drop the new file in it said do
you want to overwrite it then I knew I missed it Very Happy
Late in AM here in states I need to go to bed.
Thank's for all your help I am sure it will be a A+ mod thank's for
all the work you spend on these mods Very Happy
Later
Lane Very Happy
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finiteless



Joined: 05 Aug 2004
Posts: 751
Location: Australia

PostPosted: Fri Apr 15, 2005 2:59 am    Post subject: Reply with quote

ah, there is already a separate sfx.agg file within each interface folder for each platform, plus there is a main sfx.agg within;

...\Audio\SFX\

Lane, you are in fact overwriting an existing DW sfx.agg file when you place these extracted sfx.agg files into their relevant DW interface folder(s).

(see the readme instructions within each of the .rar files for exact install directions)

--

I also had the ambient sound mod installed with SC (it worked from the music folders, not from the sfx.agg files), but this mod is not like the ambient mod (which is yet to come), this is simply the re-editing, re-mixing plus replacing of sound effects thus far.

I'm thinking about making an ambient sound mod for DW soon but need to make a collection of relevant sounds first. I do not intend to remove the standard music though, I just intend to mix the ambient sounds within the music.

cheers!
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Lane



Joined: 10 Jan 2002
Posts: 975
Location: Southwest , Indiana USA

PostPosted: Fri Apr 15, 2005 3:27 am    Post subject: Reply with quote

I backed up both sfx.agg files in folders the main SFX and 688i interface
Installed the 688i interface sfx. agg Very Happy
"Good job" I like the sounds the switches and the ships and planes Rock I know what you taking about now you mix in voices
with equipment sounds like radio com's with music files like in SC.
Looking forward to that Just use something besides Space ground
contol please Smile
Good Morning I am turning in .
Lane Very Happy
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finiteless



Joined: 05 Aug 2004
Posts: 751
Location: Australia

PostPosted: Fri Apr 15, 2005 3:42 am    Post subject: Reply with quote

cya! Thumbs Up
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Lane



Joined: 10 Jan 2002
Posts: 975
Location: Southwest , Indiana USA

PostPosted: Sat Apr 16, 2005 1:21 am    Post subject: Reply with quote

Got all Finiteless DW sound mod installed tonigh Very Happy
backed up all the sfx agg files in each folder
Thank's Finiteless Very Happy
For your next project Very Happy
How about some background sounds inside the sub stations
like was in SC some background chatter of crew members.
Thank's again a great sound mod.
Lane Very Happy
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finiteless



Joined: 05 Aug 2004
Posts: 751
Location: Australia

PostPosted: Sat Apr 16, 2005 5:26 am    Post subject: Reply with quote

Hi Lane,

I'm almost finished polishing a full ambient sound mod for DW. Wink

Here’s a little sample of it, this is the new DW main menu theme music which will come with the ambience mod. This is the style of ambient "feel" which I'm constructing for each platform.


Readme.txt
--------------

This is an ambient replacement menu music theme for SCS Dangerous Waters.

Extract and place the file 'MAIN_MENU_FULL.wav' into the folder;

...\Dangerous Waters\Audio\Music\

This file will play when in the DW menus USNI reference and the editor. This is just a sampler of a large ambience sound mod to come.


finiteless

16th April 2005


(20 meg .rar)
http://ado.qgl.org/DW_AMBIENT_SOUND_MOD_MAIN_MENU_FULL.rar


Last edited by finiteless on Sat Apr 16, 2005 8:34 am; edited 1 time in total
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Bill Nichols



Joined: 14 Mar 2001
Posts: 2657

PostPosted: Sat Apr 16, 2005 6:40 am    Post subject: Reply with quote

Finiteless -
I just got back from a business trip, and am about to head out for another. Haven't had a chance to try your new sound mod Ver 2 yet Embarassed
If I understand correctly, you've added my 'Diving Alarm' wav file (the wordy one). That means, for my missions We Dive at Dawn and Sicilian Wedding, the player will hear the sequence twice (since I call the same wav from a trigger). Surprised
I'm not complaining, just want everyone to understand why they hear it again.
If your sound mod becomes the de facto 'standard', then I guess that I'll have to modify my scenarios (with a recommendation that they sound best with your mod).

Again, great work! Looking forward to your ambient sound mod. Thumbs Up

-bill
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finiteless



Joined: 05 Aug 2004
Posts: 751
Location: Australia

PostPosted: Sat Apr 16, 2005 8:15 am    Post subject: Reply with quote

Yeah, it's in there Bill. There'll be a PM in your inbox when you get back. Have a great week!
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