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Old 01-07-22, 09:19 AM   #1
John Pancoast
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Default SH3 Editor question

I'm messing around with a .dsd file. Have added a new SoundSource controller but it needs a Parent ID.
Can't figure that out; how do I get one for it ?
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Old 01-07-22, 10:57 AM   #2
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Originally Posted by John Pancoast View Post
I'm messing around with a .dsd file. Have added a new SoundSource controller but it needs a Parent ID.
Can't figure that out; how do I get one for it ?
It is in the .dat file. What are you working on ? A sea/air unit ?
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Old 01-07-22, 10:59 AM   #3
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It is in the .dat file. What are you working on ? A sea/air unit ?

Thanks ! Working on sub interior.dsd so I guess I'd have to look in relevant sub's .dat file.
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Old 01-07-22, 11:05 AM   #4
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Trying to add a new sound so I guess I'd have to add the necessary node, etc. to the sub's .dat file ?
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Old 01-07-22, 11:10 AM   #5
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Trying to add a new sound so I guess I'd have to add the necessary node, etc. to the sub's .dat file ?
yes
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Old 01-07-22, 11:12 AM   #6
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If you have a set of files, such as "M35Hansa" dat, sim, zon, val, and dsd files, then generally, you link to the "mother" that creates the sound, as in




The sim file versus dat files that work on "names", such as prop & ruder, have to be spelled exactly alike in their "Label" nodes, else they won't link correctly. With the turret and similar nodes in the sim, like this link above, you use the node ID of the "instigator". With turrets, I always have a problem of linking to the correct part, and have to "copy" off a Stock game example...
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Old 01-07-22, 11:21 AM   #7
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Thanks. Been trying to use the "Search for ID" function in the editor with a copy/paste into it of the relevant ID but no luck that way so I'll just find the needed node in the .dat file.
Am I correct in saying if I want to add a new sound to the interior, I would use the sub interior.dat file for a new node ? CR.dat in this case as the control room is where I want the sound.
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Old 01-07-22, 11:37 AM   #8
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Originally Posted by John Pancoast View Post
Thanks. Been trying to use the "Search for ID" function in the editor with a copy/paste into it of the relevant ID but no luck that way so I'll just find the needed node in the .dat file.
Am I correct in saying if I want to add a new sound to the interior, I would use the sub interior.dat file for a new node ? CR.dat in this case as the control room is where I want the sound.
Yes. And if the sound is new to the game, you'll have to add a new line in Sh3.sdl.
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Old 01-07-22, 11:51 AM   #9
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Yes. And if the sound is new to the game, you'll have to add a new line in Sh3.sdl.

Right, already did the .dsd and .sdl entries but it wasn't playing anyway, then I noticed nothing in the Parent ID section.....
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Old 01-07-22, 11:57 AM   #10
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Right, already did the .dsd and .sdl entries but it wasn't playing anyway, then I noticed nothing in the Parent ID section.....
What kind of new sound is it ?
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Old 01-07-22, 12:15 PM   #11
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What kind of new sound is it ?

I'm trying to get the ship sinking sound easily audible in the command room.
I know Scufundare.vapor.wav supposedly does that already from a very short distance but I've never heard it, including after increasing it's distance. Long ago, others said they did.
The .sdl file has a "Ship.sink" entry that controls it in that file.
But looking at the interior root node in the cr.dat file for a type VII, I'm not seeing many if any sound nodes......so I'm wondering what the ship.sink entry is linked to. Maybe that's part of the problem.
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Old 01-08-22, 09:15 AM   #12
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Well after much experimenting I've discovered the following:
- I set up a mission with one stopped ship and me at 90 degrees to it, at 450 meters. Both Scufundare sound entries in the .sdl file were changed to 800 meters distance.
- using a stock install, I was able to hear the sinking sound in the command room, map view, external view, etc.
But ONLY with some ships. I.e., the large tanker has the sound, the C-2/3 ships do not.
So it would appear some trigger in each ship's sea folder files holds the answer though I've been unable to find it yet.
Anyway, I extended the scufundare vapor.wav to 3500 meters (I fire up to 4000 meters with the standard torpedoes) in my NYGM install and it works per the above limitations (only some ships).
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Old 01-08-22, 06:11 PM   #13
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Some of the ships might not have proper node linking between the sinking sound and the dat, or might have a mis-spelling in the name for the sh.sdl file... it can be a real bother to try to trace it all out, but it you like spreadsheets... lol
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Old 01-08-22, 06:16 PM   #14
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Quote:
Originally Posted by propbeanie View Post
Some of the ships might not have proper node linking between the sinking sound and the dat, or might have a mis-spelling in the name for the sh.sdl file... it can be a real bother to try to trace it all out, but it you like spreadsheets... lol

It's a strange one Rick. In the dat files for some of them, there is a node listed as ship sinking sound...........but even some of the ships with this node don't make the noise while others do !?! Oh, and if you don't lock onto the target first, even just a lock and release, I don't get to use the external view for testing even though it's an activated option, nor get the sound !?! Lock on, get external view/sound, don't lock on, nothing. With the exact same ship !
But I have it working well for those that do anyway and for those that don't...........an extra torpedo !
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Old 01-09-22, 08:32 AM   #15
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I assume you hear the sinking sound only when the ship is sinking. And that the only change you did is the range of the sound (in Sh3.sdl) ?

Now, some remarks :

- sounds in SH3 are sometimes buggy, especially when you pause the game...

- the order of the nodes in ship.dat and/or .dsd is important, and is the origin of the problems...

- after a ship has broken in two parts, there isn't any sinking sound playing (even if there is a sinking sound node for each part of the ship (bow & stern), it's probably a miss in the hardcode)...
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