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Barleyman
Joined: 07 Jul 2002 Posts: 113 Location: Finland
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Posted: Fri May 20, 2005 2:51 am Post subject: |
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finiteless wrote: | Barleyman wrote: | WRT clicking noises.
Your problem is that DW sound code does not like samples which do not start/stop at 0. Something old farts might be familiar with from Gravis Ultrasound..
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I was aware of this and if you extract the sounds I have altered you will see that I did just that, but that is not the basic problem.
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I actually took a look into the P3 engine sound and it most definitely does not have a fade in beginning/end.. So I just worked on the assumption the rest of the problematic samples are the same, too. :doh:
Regardless, after processing the russian pack, I got rid of about 9/10th of the clicking so it does indeed help. With the originals it was really more of a loud microphone switch *snap* than a modest click.
From the evidence it'd look like in some cases, SCedit puts in an extra byte and/or gets the offset wrong by 1? |
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Barleyman
Joined: 07 Jul 2002 Posts: 113 Location: Finland
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Posted: Fri May 20, 2005 3:17 pm Post subject: |
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OK, I have seen it.
I spent a bit of time extracting wavs from stock DW akula interface .agg file .. It seems every single exported file will get a nice 2-4 sample glitch. I have seen it in samples 4074+4074 or 3584+3585
In 1 specimen (R_COW_17) you get 4 glitches, 3584, 3585, 3588, 3589 ..
The exact values of the glitch seems to wary by invidual file or maybe by the file position inside the AGG file. But it tends to be same for several files. (well, I didn't go so far as to check actual sample values but visually they're the same.)
How to bug Jsteed? :sunny: |
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Sparks
Joined: 27 Mar 2002 Posts: 42
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Posted: Sat May 21, 2005 1:14 am Post subject: |
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Hello Gentlemen,
Anxious to know if there is a mod to change the background music into "real"sation sounds. I also have that for SC.
Found it
Last edited by Sparks on Sat Jun 11, 2005 1:40 am; edited 1 time in total |
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finiteless
Joined: 05 Aug 2004 Posts: 751 Location: Australia
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Posted: Tue May 24, 2005 7:46 am Post subject: |
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Barleyman wrote: | I actually took a look into the P3 engine sound and it most definitely does not have a fade in beginning/end. |
Incorrect.
It most definitely does have a fade in and fade out, it is just a very short fade-in and fade-out, and not surprisingly, because it is a loop file, not a 'play once then stop' file.
i.e. could you imagine a P3 engine sound which had a noticable fade-in and a long fade-out as it looped, or else a 100ms gap on each end of it? That would be far worse. |
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Barleyman
Joined: 07 Jul 2002 Posts: 113 Location: Finland
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Posted: Tue May 24, 2005 3:00 pm Post subject: |
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Oops. :8 :dead: :doh: |
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Hellcat
Joined: 08 May 2004 Posts: 227 Location: Ontario, Canada
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Posted: Thu Jun 23, 2005 8:46 pm Post subject: |
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Not meaning to be pushy or demanding... :know:
is it possible to add more crew replys into the simulation for such situations as firing torpedos. I'd much rather hear <fire button click> + "match bearing and fire" than that just that button clicking sound. |
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Kapitan
Joined: 10 Mar 2005 Posts: 5385 Location: essex england also st petersburg russia
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Posted: Thu Aug 18, 2005 5:59 pm Post subject: |
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dont know if its been asked but can we have some diving alarms for the russian subs please its just dive the ship yesta captain and thats a bit boring |
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