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-   -   [REL] Stormy`s DBSM collection SH5 (https://www.subsim.com/radioroom/showthread.php?t=164552)

TheDarkWraith 02-08-11 03:10 PM

Quote:

Originally Posted by Stormfly (Post 1593376)
ohh i think that isnt a big problem, i dont think that iam sitting all the time next to the radio guy and be a watch dog for his lip`s :woot:

...so that means it would be possible, also with different triggers for different origins ??? ...that is nice man, fine ! :D

All that would need to be done is register the sounds with Sh.sdl and to add the Menu.PlaySound function to my functions in my script that make radio messages. Voila.

Stormfly 02-08-11 03:29 PM

Quote:

Originally Posted by TheDarkWraith (Post 1593385)
All that would need to be done is register the sounds with Sh.sdl and to add the Menu.PlaySound function to my functions in my script that make radio messages. Voila.

ohh yes shure, and after each update (everbody knows TDW UI updates are sooo rare) i have to follow on ??? :timeout:

would be very nice if you could define the names and implement the triggers in your script, so clean nice working updates can keep comming ;)

...if you realy like that i fool with your scripts, and you want to implement it then... :har:

TheDarkWraith 02-08-11 03:37 PM

Quote:

Originally Posted by Stormfly (Post 1593404)
ohh yes shure, and after each update (everbody knows TDW UI updates are sooo rare) i have to follow on ??? :timeout:

would be very nice if you could define the names and implement the triggers in your script, so clean nice working updates can keep comming ;)

...if you realy like that i fool with your scripts, and you want to implement it then... :har:

what we first need to decide on is updating the Sh.sdl file. What sounds do you want to add? Once we define all sounds needed then we can define the needed entries in Sh.sdl. This way I can update the FX Update mod with the entries and you can update your sound mod with the updated entries. Win-win for both and decreases incompatibilities.

stoianm 02-08-11 03:39 PM

I think the ideea is very good because the majority use MO and stormys DBSM :yeah:

Stormfly 02-08-11 04:01 PM

Quote:

Originally Posted by TheDarkWraith (Post 1593413)
what we first need to decide on is updating the Sh.sdl file. What sounds do you want to add? Once we define all sounds needed then we can define the needed entries in Sh.sdl. This way I can update the FX Update mod with the entries and you can update your sound mod with the updated entries. Win-win for both and decreases incompatibilities.

ohh i like win-win situations, this is a "quick-win" :D

SDL- file, logical sound names
1. radio_in_type_1 (messages from BDU)
2. radio_in_type_2 (messages from friendly vessels)
3. radio_in_type_3 (messages from enemy vessels)
4. radio_in_type_4 (messages from enemy sinking/sunk vessels)
5. radio_in_type_5 (not a clue 1, reserved 1)
6. radio_in_type_6 (not a clue 2, reserved 2)

...we urgent also need optional at which time compression, no sound is played at all for this !!!

TheDarkWraith 02-08-11 04:06 PM

Quote:

Originally Posted by Stormfly (Post 1593440)
ohh i like win-win situations, this is a "quick-win" :D

SDL- file, logical sound names
1. radio_in_type_1 (messages from BDU)
2. radio_in_type_2 (messages from friendly vessels)
3. radio_in_type_3 (messages from enemy vessels)
4. radio_in_type_4 (messages from enemy sinking/sunk vessels)
5. radio_in_type_5 (not a clue 1, reserved 1)
6. radio_in_type_6 (not a clue 2, reserved 2)

...we urgent also need optional at which time compression, no sound is played at all for this !!!

seems good to me. You want to add the entries in Sh.sdl then send me the changes? Then I'll update everything that needs to be updated.

I can easily suppress the sounds when TC > 1 :yep:

Stormfly 02-08-11 04:13 PM

Quote:

Originally Posted by stoianm (Post 1593414)
I think the ideea is very good because the majority use MO and stormys DBSM :yeah:

the majority is using MO, or TDW UI`s !

...but the DBSM collection, i dont think so, its a little bit more stressing reading through all the readme and ****... :arrgh!:

Stormfly 02-08-11 04:18 PM

Quote:

Originally Posted by TheDarkWraith (Post 1593445)
seems good to me. You want to add the entries in Sh.sdl then send me the changes? Then I'll update everything that needs to be updated.

I can easily suppress the sounds when TC > 1 :yep:

perfect!

...have to find some sleep, awaiting also Rongel`s answer regarding my question more above and dont want to have to much different SDL file versions, send ya tomorrow. :)

Rongel 02-09-11 01:35 AM

Quote:

@Rongel

...question, your Battlestations 1.1 "Baza_FX_Sounds.dsd" shuffels also "Particles.Small_Shell_Water_Impact,2,3,4"... together with "Particles.P04_@Bulet_spark1,2,3,6,8" did you added this ? ...if so, the according entrys in the sdl-file and sounds are missing... could you check this plz ;)
Good morning!

Yes, I changed that entry to get decent sounding watersplashes to airplane guns hitting water. There are many watersplash sounds made but the game uses only one of them in stock version and for me it just sounded akward no matter if you changed the audio file. Now it shuffles the sounds and gives also bullet spark sounds. I haven't had any comments on it yet, but for me it worked well.

Okay, now I see... There are entries on the sdl-file only for the first sounds, like "Particles.Small_Shell_Water_Impact", and "Particles.P04_@Bulet_spark" but not for the other four wav.files that are in the stock sounds folder. Weird thing is that it seemed to be working well. I have to test this again, maybe we just need to add those other versions to the sdl-file.

Rongel 02-09-11 02:37 AM

Quick test done, I added the splashes to my sdl file and it seemed better but can't be 100% sure. Another weird thing is that I remember when armed merchant fired it's machine guns at me, I'm getting different bullet sparks sounds eventhough there is only one sound listed in the sdl-file. Could it be that it can read all the others too?! I don't know! :06:

The main thing in my opinion improving those airplane gun watersplashes is that there are few bullet sparks included.

Stormfly 02-09-11 03:03 AM

Quote:

Originally Posted by Rongel (Post 1593777)
Quick test done, I added the splashes to my sdl file and it seemed better but can't be 100% sure. Another weird thing is that I remember when armed merchant fired it's machine guns at me, I'm getting different bullet sparks sounds eventhough there is only one sound listed in the sdl-file. Could it be that it can read all the others too?! I don't know! :06:

The main thing in my opinion improving those airplane gun watersplashes is that there are few bullet sparks included.

dont forget that there is maybe a pitch variation for that entry, and if the sound is very short it appears sounding more different then.

Rongel 02-09-11 03:18 AM

Quote:

dont forget that there is maybe a pitch variation for that entry, and if the sound is very short it appears sounding more different then.
just checked, and no pitch variation in my sh.sdl!

Edit: No pitch variation in bullet sparks or small shell water impacts

Stormfly 02-09-11 03:22 AM

Quote:

Originally Posted by Rongel (Post 1593795)
just checked, and no pitch variation in my sh.sdl!

Edit: No pitch variation in bullet sparks or small shell water impacts


if you say its working fine, why changing it then... ithink i go ahead with that HOTFIX 2 then.

...just added another deptcharge variation, and your right...this is very immersive i like it alot my friend :salute:

stoianm 02-09-11 04:22 AM

nice avatar you have here stormfly:D

Stormfly 02-09-11 05:07 AM

Quote:

Originally Posted by stoianm (Post 1593839)
nice avatar you have here stormfly:D

wow how ugly was that :O:

...edited post 1 regarding Hotfix 2 !

@TDW: all radio content and SDL changes regarding different samples for incoming radio messages are included in Hotfix 2.


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