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Old 04-13-10, 02:11 PM   #1
Stevepine
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Originally Posted by trotter View Post
Stormy and t0maz,

I think the breathing while surfacing sound you both are talking about is in submarine_surfacing.wav, in the 'data/sound' folder. I am listening to it now, and I hear the breathing in the background of that file, and it is not the same breathing I am referring to.

The poster above me, stevepine, describes it more accurately. It is loud, seemingly right next to the player no matter where in the sub you are. And it is not triggered by a certain event. It happens while surfaced but also while submerged.

And of course worst of all it is incredibly distracting/weird.

I am looking through all the .wav files in data/sound, but no file name appears to describe it. Before I go one by one through the files, do either of you have any updated idea what it could be?

Also, is there a chance it is included in data/sound/speech? That folder seems to be all basic command speech so I doubt it.
If we could disable this murmering / whispering sound and the alarm like, deafening yelling at the sighting of EVERY friendly vessel then the mod would be a complete MUST have.
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Old 04-29-10, 11:24 AM   #2
KillerTube
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Default Stormy rocks the sounds

great work as always. thanks for the hard work.
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Old 06-13-10, 02:03 AM   #3
milky
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I am getting conflicts out the butt with this mod , am i missing something? I am only using the mods required besides the enviremental mod and critical hits mod
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Old 06-13-10, 05:07 AM   #4
Stormfly
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Originally Posted by milky View Post
I am getting conflicts out the butt with this mod , am i missing something? I am only using the mods required besides the enviremental mod and critical hits mod
hi milky,

please be a bit more precise regarding conflicts...
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Old 06-13-10, 05:42 AM   #5
zack
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first,many many thanks stormfly for your work!

but one question,im missed the warning for dephcharges,i see the *.wav files but no response?
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Old 06-13-10, 05:51 AM   #6
Stormfly
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Originally Posted by zack View Post
first,many many thanks stormfly for your work!

but one question,im missed the warning for dephcharges,i see the *.wav files but no response?
yes mate, this is content allready delivered in case of a third patch
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Old 06-14-10, 04:28 PM   #7
M4XDmG
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Very nice! Been waiting for this. But if I understand correctly, many sounds are triggered by shortcut keys or by darkwraiths ui. If I use Speech recognition, those voices are not audible?
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Old 06-15-10, 09:39 AM   #8
dem
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Nice sound mod very good i like it a lof


New sounds for handling the deck and aa guns, used from Paulsens Sound Mod (useable with TheDarkWraith`s new UI`s).


- - New sound for starting diesel engine in case of switching to recharge batterys (also useable with TheDarkWraith`s new UI`s).

- New sound for switching to std propullsion (also useable with TheDarkWraith`s new UI`s).

there all work for me nic mod again

thanks
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Old 06-15-10, 12:48 PM   #9
Stormfly
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...optional bug found

- optional -8db damped Sonarguy -> this JSGME mod folder is missing the correct path:

current path: optional -8db damped Sonarguy\SoundMan

correct path: optional -8db damped Sonarguy\data\sound\speech\SoundMan

...disable this optional mod, fix the path, re enable ...done
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Old 06-15-10, 05:32 PM   #10
7thSeal
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Found one small issue, manning the flak guns and setting the options for them to operate under in DW's UI mod has excellent sounds with your mod added. The problem I noticed is that when set to fire at will when having two planes attacking, the AI will continue shooting at one plane until its out of range even though the other plane is much closer (not your mod's fault). Well I will use my bino's to spot the closer target and give the order (spacebar) to attack it instead of having them wasting ammo on the target which is further away.

The problem with this is that as soon as I mark the plane I want them to shoot at, it goes through the entire sounds of manning the flak guns again... even though they're already manned and firing at the target.

Last edited by 7thSeal; 06-15-10 at 08:07 PM.
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Old 06-15-10, 10:08 PM   #11
Stormfly
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Quote:
Originally Posted by 7thSeal View Post
Found one small issue, manning the flak guns and setting the options for them to operate under in DW's UI mod has excellent sounds with your mod added. The problem I noticed is that when set to fire at will when having two planes attacking, the AI will continue shooting at one plane until its out of range even though the other plane is much closer (not your mod's fault). Well I will use my bino's to spot the closer target and give the order (spacebar) to attack it instead of having them wasting ammo on the target which is further away.

The problem with this is that as soon as I mark the plane I want them to shoot at, it goes through the entire sounds of manning the flak guns again... even though they're already manned and firing at the target.
yes, iam sorry but this is connected in the game (you know they made it for the stupid casual gamer, so in case of "Bernard" wants to shoot at planes and forgot to man the AA guns, they get manned automaticaly) ...and this guys just tell us again... the customer have to be dumb... (and we are, because we buyed this casual ****)
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Old 07-24-10, 04:51 AM   #12
swordfish1
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Default File Sampling

Anyone know how to adjust individual wave file sampling to 22khz from 44khz as suggested above?
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Old 07-28-10, 04:24 AM   #13
Stormfly
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Originally Posted by swordfish1 View Post
Anyone know how to adjust individual wave file sampling to 22khz from 44khz as suggested above?
i would recommend using Steinberg`s WaveLab -> http://www.steinberg.net/en/products...6_details.html
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Old 09-05-10, 12:28 PM   #14
rob zombie
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Hello is this useable with MightyFine_Crew_Mod_1.2.1 and if not what do i need to change to make it work?
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Old 09-05-10, 07:24 PM   #15
Stormfly
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Hello is this useable with MightyFine_Crew_Mod_1.2.1 and if not what do i need to change to make it work?
...well, instead of eating information but reading it, you see it is a requirement
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