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A little sound help Please

 
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Driftwood



Joined: 04 Apr 2004
Posts: 289
Location: Western NC

PostPosted: Sun Jan 15, 2006 12:39 pm    Post subject: A little sound help Please Reply with quote

Am trying my luck at adding some sounds, music, etc. Two things that I would like to work on is adding wav file for when my sub dives and being able to add a wav file after a certain amount of time has elapsed on custom made scenario (WF time for those SW's out there). I've got sound edit and a sound editor (Nero 7) but haven't a clue where to place these sounds once I make them. Thanks in advance for any help you can provide. Thumbs Up
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Driftwood



Joined: 04 Apr 2004
Posts: 289
Location: Western NC

PostPosted: Mon Jan 16, 2006 6:38 am    Post subject: Reply with quote

Bump! Anyone listening? Very Happy
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XabbaRus



Joined: 21 Sep 2001
Posts: 6949

PostPosted: Mon Jan 16, 2006 7:49 am    Post subject: Reply with quote

If they are sounds tirggered by a goal then just chuck the files in the Scenario folder and put the filename in the sound dialog when making your mission so that whatever goal will play that sound.
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Driftwood



Joined: 04 Apr 2004
Posts: 289
Location: Western NC

PostPosted: Mon Jan 16, 2006 2:02 pm    Post subject: Reply with quote

Thanks for the reply XabbaRus!
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Driftwood



Joined: 04 Apr 2004
Posts: 289
Location: Western NC

PostPosted: Sun Jan 29, 2006 11:55 am    Post subject: Reply with quote

Ok, still messing around with this. Finally found the correct wav file to replace in order to get the sound I want when I dive my boat. Unfortunately, when I replaced it and ran the game the sound was nothing but static. This continued and didn't stop until I exited the mission. The appropriate text comments from the crew continued but the sound file didn't quit. Help Please!

EUREKA! Figured out that I needed to convert the file to mono, reduce the sample rate, etc, etc. Now, I just need to figure out what happened to my helmsman's sounds, DOH! Surprised Any ideas on why sound sometimes "skips" when playing?
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OKO



Joined: 10 Jan 2002
Posts: 468
Location: Solar system, mainly on earth

PostPosted: Sun Jan 29, 2006 12:48 pm    Post subject: Reply with quote

If you like to change sounds, I must warn you about a soundpack already existing, and really fantastic (can't play without)
it's this one =>


http://www.subguru.com/DW_missions/DWCombinedSoundpackv1.zip
"It merges Blackmuzzle's Realism Sound mod with Finitless' soundpack."
147Mo

once installed, installed for ever
with real submarine sounds
try a dive with a 688i, it's great, or launch a torp.
or be killed in a 688i, and you won't want anymore to be killed !
... most probably, you will kill you a couple of time, to listen to this astonish sound file Yep

sound of active pings are real ones, also all sounds of BB contacts ...
must have.
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Driftwood



Joined: 04 Apr 2004
Posts: 289
Location: Western NC

PostPosted: Sun Jan 29, 2006 3:47 pm    Post subject: Reply with quote

Thanks for the info Oko but that's old news to me! I've been using that sound mod ever since it came out and it's awesome! I would also highly recommend TLAM's new death sounds over on Bill's site. They are really great too! "Captain, this is really gonna suck!....." You gotta hear these! He's got them for US and Russian subs.

The sound things I'm playing with are mostly with music and taking sound clips from sub movies (like TLAM did) and inserting them into the game. I'm very much a novice at this but you gotta start somewhere. And the knowledge base of the people around here is fantastic!
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SquidB



Joined: 07 Apr 2005
Posts: 197
Location: Lytham UK

PostPosted: Sun Jan 29, 2006 5:53 pm    Post subject: Reply with quote

Dont forget to change the format of the wav file in question to 22hrtz 16bit (or there abouts...check your mission editor manual for excat spec)

once you have them in the right format ....well they'll sound clear as a bell
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Driftwood



Joined: 04 Apr 2004
Posts: 289
Location: Western NC

PostPosted: Mon Jan 30, 2006 6:33 am    Post subject: Reply with quote

Rgr That Squidb! Thanks!
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Driftwood



Joined: 04 Apr 2004
Posts: 289
Location: Western NC

PostPosted: Fri Feb 03, 2006 6:41 am    Post subject: Reply with quote

Continuing on with the sound discussion. Where in the program is it established which sound plays when? And is that something that "we" can get to?
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Driftwood



Joined: 04 Apr 2004
Posts: 289
Location: Western NC

PostPosted: Sun Feb 05, 2006 5:22 pm    Post subject: Reply with quote

Any sound folks out there? I've even posted over at SCS and haven't had much luck with an answer over there either. Sad
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Fish



Joined: 21 Sep 2001
Posts: 2412
Location: Netherlands

PostPosted: Mon Feb 06, 2006 5:01 am    Post subject: Reply with quote

Hmm.. not sure what you meant Driftwood? You can add sounds in triggers and scrips (Play audio).
As the "generalquarters"wav in the multiplayer maps (SW).
There is one thing you need to know, all designer made sound wavs are hearable by all manned platforms, even when you point them to a specific platform.
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Driftwood



Joined: 04 Apr 2004
Posts: 289
Location: Western NC

PostPosted: Mon Feb 06, 2006 7:01 am    Post subject: Reply with quote

<S>Sorry Fish. I will try to be more specific. I'll use the diving sequence as an example. When you are on the surface and order your boat to dive this triggers several separate sound files that play in the same order every time. "Dive, Dive"......."All main ballast tanks vents are shut"........"All compartments report conditions normal on the dive"......etc. The file names are like E_COW_01, E_COW_02, etc. There is some programming somewhere (an .ini file, .txt file, etc......I'm guessing here) that establishes which of these sound files are played when a certain event happens and what order they are played in. I am not speaking of sound files that are used in map making and only play when you use those maps. Like your famous WF sounds that I and other Seawolves enjoy tremendously! I am speaking of those sounds that are played by the game all the time, no matter what map you are diving. Thoughts?
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Fish



Joined: 21 Sep 2001
Posts: 2412
Location: Netherlands

PostPosted: Mon Feb 06, 2006 10:37 am    Post subject: Reply with quote

No sorry, I think you should ask Sonalysts.
computergames@sonalysts.com
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