SSDrago41 Posted August 30, 2024 Posted August 30, 2024 Hello everyone. How to create such a sound. I make some mistakes but don't be surprised, I'm just getting to know this editor so my skull is smoking.
Sketch Posted August 31, 2024 Posted August 31, 2024 I have never been able to get any of the sound effects to work except the alarm. I've also played hundreds of missions, the single player campaigns, the career, and more and have never heard any other sound effects, except for the alarm. If you figure it out, especially the bell for the submarines, please do share. 1
GenMarkof007 Posted August 31, 2024 Posted August 31, 2024 S! SSDrago41, At this time, I use the translator media for sounds like church bells or other sounds (concerning mp3 files). For the in-game sounds, I think that for players to hear the sounds, they need to be near a microphone (in-game) like the ones you find on Airfield. In my latest mission, I used a ground siren (mp3) to start the mission, church bells (mp3) to announce the last hour of the mission, and some special music (mp3) for the winners. Hope this helps! Cheers, GenMarkof007 1
IckyATLAS Posted August 31, 2024 Posted August 31, 2024 14 hours ago, SSDrago41 said: so my skull is smoking That's very bad news because it means that your brain has already caught fire and melted 😁 1
IckyATLAS Posted August 31, 2024 Posted August 31, 2024 6 hours ago, Sketch said: have never heard any other sound effects, except for the alarm. I use the Kuban map. The sound effects of the editor that I have and that are working, are the sirens only. The Ring Bell sound effect does not work, for me this is either a bug or the sound file got missing during an update years ago and was never corrected. This should be easy to check for those that know how to go into the internal files of this sim. For submarines when they dive you have the Dive Dive alarm horn that sounds. There was the bell sound many many years ago with diving submarines and it worked but it disappeared. Again I suspect it is a missing file. Other sound that works well is the dogs barking in villages. I know of no other sound effects. It is a pity that the Landfire effect has no crackling sound associated. When you stand besides such a fire that would be a nice addition. Anyway so many things still missing. 1
SSDrago41 Posted August 31, 2024 Author Posted August 31, 2024 Thank you all for your help. The Siren works for me. I tried to fire up the Church Bells in the same way but no effect. When I was killing Silent Hunter 3, I took a break for half a year because I didn't leave the computer for 2-3 months 🤣😂
SSDrago41 Posted August 31, 2024 Author Posted August 31, 2024 Can you write or send a photo of how you install this Media translator? I tried but it didn't work. There is supposed to be a Russian announcement in the city through a megaphone . And the second thing is that these bells in the church are supposed to be
Zooropa_Fly Posted August 31, 2024 Posted August 31, 2024 It's under MCU's in the editor. Go into advanced properties and set the path to the file you want to play. As I remember you simply place all media files you want to use in the games main directory. S!
SSDrago41 Posted August 31, 2024 Author Posted August 31, 2024 And that's it. But it won't work by itself . There must be something else, some kind of trigger.
SSDrago41 Posted August 31, 2024 Author Posted August 31, 2024 Something is happening because it crashes the mission . Translator mission Begin to timer . Timer for Media and Media for loudspeaker
SSDrago41 Posted August 31, 2024 Author Posted August 31, 2024 18 hours ago, GenMarkof007 said: S! SSDrago41 , W tej chwili używam tłumacza mediów do dźwięków takich jak dzwony kościelne lub inne dźwięki (dotyczące plików mp3). Jeśli chodzi o dźwięki w grze, myślę, że aby gracze mogli je usłyszeć, muszą znajdować się w pobliżu mikrofonu (w grze), takiego jak te, które można znaleźć na lotnisku. W mojej ostatniej misji użyłem syreny naziemnej (mp3), aby rozpocząć misję, dzwonów kościelnych (mp3), aby ogłosić ostatnią godzinę misji, i specjalnej muzyki (mp3) dla zwycięzców. Mam nadzieję, że to pomoże! Pozdrawiam, GenMarkof007 What else is needed besides translator media
SSDrago41 Posted August 31, 2024 Author Posted August 31, 2024 19 hours ago, GenMarkof007 said: S! SSDrago41 , W tej chwili używam tłumacza mediów do dźwięków takich jak dzwony kościelne lub inne dźwięki (dotyczące plików mp3). Jeśli chodzi o dźwięki w grze, myślę, że aby gracze mogli je usłyszeć, muszą znajdować się w pobliżu mikrofonu (w grze), takiego jak te, które można znaleźć na lotnisku. W mojej ostatniej misji użyłem syreny naziemnej (mp3), aby rozpocząć misję, dzwonów kościelnych (mp3), aby ogłosić ostatnią godzinę misji, i specjalnej muzyki (mp3) dla zwycięzców. Mam nadzieję, że to pomoże! Pozdrawiam, GenMarkof007 What else is needed besides translator media There is progress, gentlemen. There is a speech, it works. But how do I do it now so that it works in megaphones and not in a tank for all players
SSDrago41 Posted August 31, 2024 Author Posted August 31, 2024 So it's impossible for this to work. You can listen to Music on this during combat. But how do you make the music play in a different place and not in the tank. To drive into the city and there are speeches The church bell doesn't work as an effect, only the siren works. And in the village there are no sirens, only the church.
Jaegermeister Posted September 1, 2024 Posted September 1, 2024 3 hours ago, SSDrago41 said: So it's impossible for this to work. You can listen to Music on this during combat. But how do you make the music play in a different place and not in the tank. To drive into the city and there are speeches The church bell doesn't work as an effect, only the siren works. And in the village there are no sirens, only the church. Be aware that with any media player event you run, no other triggers will work for anything in the mission until after you trigger "Stop Media"
SSDrago41 Posted September 1, 2024 Author Posted September 1, 2024 I noticed. You can insert a video before the mission just to set the mood 😂
IckyATLAS Posted September 1, 2024 Posted September 1, 2024 As an example for Churches, if you want that a church has their bells sound, then the logic is as follows. Having a soundfile (mp3) is not difficult you can find easily one on the internet. You will use the media translator for that. Works very well. Then you will trigger it in various ways. Because the church is a fixed object you can place an MCU Check Zone centered on the church. In fact you can have three MCU Check Zone which create three zone of various distance, and depending on the distance you can play the bells with a higher volume. If you are near then a louder volume, and if you are far a quieter one. You just replay the sound but with the Media translator parameter set to a lower level. Then you can control this by activating the MCU Check Zones according to your scenario. Please check here a standard sound group that I have designed and I use in all my missions, that is a completely encapsulated routine. Message Template.zip Whenever I need sound then I copy this group and the adapt the name and definitions, timings etc. to the need. Here is how it works: You will activate it with a Target link to Start Message timer. It is set standard at 1 sec. But during the design of your scenario it is always useful to change the value if needed during the design phase. Normally the control is done elsewhere, but on certain instances you may have to change it. This Timer will trigger three objects in parallel. 1) he Mute Engine Noise MCU Media Translator with the parameter Media Type set to Simulation Mode. I have called it Mute Engine Noise because it is in general the highest level sound effect you have that impacts you. But it will reduce all the simulation sound effects. You are free to rename according to what you do in the sim. The Volume parameter will reduce or kill the plane engine or other sound. 0% simulation sound will kill the engine noise and 100% simulation sound will keep it as is. The Base Time(1) parameter will set the duration for which this volume level of sound will be effective. After that period it will go to 100%. This is an excellent way to make a difference when you the pilot are speaking on the radio, or when you are receiving a message. And also the volume may change depending how far the source of the transmission is. It is up to your scenario. The Fade In and Fade Out time parameters are not used here. They are only used in Video Mode. If you want a sound Fade In and sound Fade Out you must do it with your software to process your mp3 sound files. I use Audacity which is perfect. Background Color is not used here. Only for Image and Video Media Types. 2) The Read Message File MCU Media Translator with the parameter Media Type set to Play Sound. You can set the Volume parameter to the sound level you want. 100% will play it at the level of your file sound original level. 0% will basically play it in complete silence. The Base Time, Fade In and Fade Out are not applicable here. Play Sound will play the whole sound file so the time will be the time that it will take to read through the whole sound file. Then you must set your sound file selecting it clicking Browse and then clicking Set. You can also type directly the path of your file. It has to be in the Mission directory of the sim. You can see an example of file path related to a sound file of my Kuban Wall campaign as an example. Please change it if you use it as you do not have the set file. There will be no file not found message error in game, but you will here no sound. 3) The Timer Object. I have set as a standard the (1)Base Time and the Time to Go Off parameter of the Timer to the same duration here to 15 seconds as an example The reason is that if the sound file has a length of say 14 seconds then you are sure it will be completely played. But if your file lasts 25 seconds it will be cut short. The Timer object will trigger the Stop Message MCU Media Translator with the parameter Media Type set to Stop Media. You need no parameters to be set here. This function is very important. If you do not do it at the end of time period set for the sound file played you will have multiple things that will not work well. The media will remained hanged and if you activate other ones they will start to pile up. So always close properly the Media action by a Stop Media command. And this is valid for Image, Video and other media actions. In my missions I use this base structure for also Images and Video. Have fun 1
JG4_Deciman Posted September 1, 2024 Posted September 1, 2024 Hmmm I'm not sure about this, but... AFAIK the 'activated' media (sound in this case ) is played to all connected players. So for a SP mission this would be fine. For a MP mission (no matter if dogfight or coop) that could be a desaster... Deci
SSDrago41 Posted September 1, 2024 Author Posted September 1, 2024 Thank you very much for this information.
SSDrago41 Posted September 1, 2024 Author Posted September 1, 2024 dupa.rarpropaganda.rar How do I connect it, nothing works
SSDrago41 Posted September 1, 2024 Author Posted September 1, 2024 So it will work when I enter the zone ?
IckyATLAS Posted September 1, 2024 Posted September 1, 2024 6 hours ago, JG4_Deciman said: Hmmm I'm not sure about this, but... AFAIK the 'activated' media (sound in this case ) is played to all connected players. So for a SP mission this would be fine. For a MP mission (no matter if dogfight or coop) that could be a desaster... Deci Yes it is correct, my remarks are for single player only. I have no idea how this goes with multiplayer. Never made missions for that. 4 hours ago, SSDrago41 said: dupa.rarpropaganda.rar How do I connect it, nothing works What is the path of where you have put the .mp3 sound files?
SSDrago41 Posted September 1, 2024 Author Posted September 1, 2024 This is a mission sp. The path is a mission let's say dupa audio directory. Mission/dupa/audio/propaganda mp3
Billsponge1972 Posted September 2, 2024 Posted September 2, 2024 (edited) I believe the SP mission .mp3 files or any media files can be any path you want them to be within the "data" folder. The campaigns have their own media folder within it's own (("insert campaign's name here")) folder. Most I've seen are in the data folder OR in the missions main folder marked "media/audio" which I would guess is like storage of media for many missions. Edited September 2, 2024 by Billsponge1972 Added material
SSDrago41 Posted September 2, 2024 Author Posted September 2, 2024 The thing is that it works, but not the way I would like it to. I start the game and the recording can be heard in the tank as if you were listening to a radio. And even if I drive away from that place, there is no effect of desalting from the sound. I want to do it in such a way that when entering the city you can hear the church bell and the announcement from the megaphone
IckyATLAS Posted September 2, 2024 Posted September 2, 2024 2 hours ago, SSDrago41 said: The thing is that it works, but not the way I would like it to. I start the game and the recording can be heard in the tank as if you were listening to a radio. And even if I drive away from that place, there is no effect of desalting from the sound. I want to do it in such a way that when entering the city you can hear the church bell and the announcement from the megaphone You must code any aspect of what you want. Every interaction must be defined. Nothing is automatic. When you play a sound track with a certain sound level then it will play at that level independently of what you do. If you have say a sound track of a church bell playing for 1 minute at a certain sound level that you have designed for being realistic when you are near the church. If during that 1 minute time you move fast away from the church at high speed, then there will be no change in the sound level even if after 1 minute you are pretty far, it will continue playing as if you were near to the church. Sounds are not environmentally managed. They are just played, that's all. I do not understand when you say the announcement of the megaphone. Is this sound effect generated by the game or is it a sound track that you have inserted in your mission. If it is related to Tanks and to the game sound effects than you cannot do anything on these, at what moment they are activated, the sound level etc. I do not play with Tanks, and use them only as vehicles in the game. Sorry for that can't help you on Tank related effects. One limitation I have forgotten to mention for my Sound Management group code is that you cannot start two groups in parallel without some side effects as they will interfere. You can but you will have an issue if the durations are different, and the Mutings of each are different in duration and volume. The first Stop Sound will cut all the others playing too. You can play two soundtracks in parallel, or a soundtrack and an image or a video. All these combined effects work well. There is no problem with that. The system will handle it. In that case you need to adapt my group code and have the Start Message Timer to trigger two Read Message File MCU Translator Media in parallel: One for the Bell, the Other for the Megaphone announcement (if it is your track). You will have to adapt the volume of each track according to the final combined effect you want to have, and the there will be one Stop Sound to be activated according to the longest sound track time duration. What I showed you is the basic sound management group code. I have others much more complex with multiple sound, image tracks, combined with random selections etc. but this is up to you to program as it really depends on what you want to achieve. You can avoid the use of Stop Message in certain cases as you have multiple tracks or tracks one after the other playing but in the end you must do it, as it is the only way to properly clean the Media Translator for a later use, and also free from the blockage other functions. It has never been clear to me how it is implemented in the background running game code. Sometimes there can be weird effects. 1 1
SSDrago41 Posted September 2, 2024 Author Posted September 2, 2024 The speech sound is an MP3 recording. The bell sound is an MP3 recording.
IckyATLAS Posted September 2, 2024 Posted September 2, 2024 5 hours ago, SSDrago41 said: The speech sound is an MP3 recording. The bell sound is an MP3 recording. Ok. Then either you mix both in one sound track with a tool like Audacity, or you can play both in parallel as mentioned before.
SSDrago41 Posted September 2, 2024 Author Posted September 2, 2024 Thank you my friend Please tell me how to add a movie. What size should it be. I add it but it crashes the game
IckyATLAS Posted September 11, 2024 Posted September 11, 2024 Your video must be in .bik file format. This is a format that is more used in games. I know this is not straightforward but you can use a software like Bink Video Converter (I used it) and convert various video formats in .bik The Media Translator parameter Media Type must be set to Video. You can then program the Fade In and Out durations, Opacity is the transparency with the background. I used it long ago and it worked, but I had short video of 5 seconds. I have no idea where the limit in terms of file size. The video will play the whole file. If you want to stop it in the middle then you can do it with a Media Translator with parameter Media Stop. You can manage the sound with another Media Translator and Mute Sound parameter. If you play a video it may impact your play if you have it in the middle of some action. Play videos where you are in idle or stable situations.
Jaegermeister Posted September 12, 2024 Posted September 12, 2024 19 hours ago, IckyATLAS said: I used it long ago and it worked, but I had short video of 5 seconds. I have no idea where the limit in terms of file size. The video will play the whole file. If you want to stop it in the middle then you can do it with a Media Translator with parameter Media Stop. You can manage the sound with another Media Translator and Mute Sound parameter. If you play a video it may impact your play if you have it in the middle of some action. Play videos where you are in idle or stable situations. At the beginning of Achtung Spitfire, there is a video with sound that is at least 2 minutes long, if I recall correctly. Like most people I skipped through it after the first time. When the video ends, the camera operator puts you in the cockpit to start the mission. I agree that if you put anything longer than a few seconds during a mission it would create problems with the player controlling the plane, unless it is after you land and come to a complete stop. I have done that before to play an ending video or image. On 9/2/2024 at 5:00 AM, IckyATLAS said: I do not understand when you say the announcement of the megaphone. Is this sound effect generated by the game or is it a sound track that you have inserted in your mission. If it is related to Tanks and to the game sound effects than you cannot do anything on these, at what moment they are activated, the sound level etc. I do not play with Tanks, and use them only as vehicles in the game. Sorry for that can't help you on Tank related effects. All complex vehicles including tanks and planes are the same in terms of how they are controlled. The only difference is all vehicle waypoints should be at ground level and the formation commands are different. 2
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