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The pursuit for missing sounds

Red_Jack

Landlubber
Ahoy lads!

I mades me a few discoveries with them missin sounds aboard ship. Seems any sounds initialized in sound_alias.ini as random list are affected as long as they are not used in sound_scheme.ini as well. From what I reckon, the list in alias be fer a situation specific sound event whereas those lists used in scheme, are environmental.

Also I noticed that the sounds only dissapear when the crosshair be switched off! I managed ta fix up some sounds fer that "bein there" feelin, but if we can trace where the relation of sound event to crosshair activation lies, then were in buisness.

If any soul could shed light on this we might make this a game worth playin. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Luck be with us

RJ
 
I totally agree with you RedJack, the missing or "cutting out" of the sounds during battle has been a big point with me since I bought the game. I use an audigy 2 zs sound card, with recent driver updates and installed the win xp sound compatibility driver from microsoft for "situational sounds" and still had no dice.

So I edited the sound alias file, changing only the "min." and "max" distance values for certain sounds such as all the cannonball impact sounds on sails and hull, cannonball type impacts, flyballs, misses, "float_boat.wav" ( the sound of the ship sailing in the seas) fire effects and distant gunfire. Overall I've found a bit of success, at least all the sounds do play but I still experience the odd crash and "cutting" out during larger sea battles.

A working fix to the sound issues would really make my day, lol.
 
Hullo agin!

I saw yer post a while back an that be what inspired me ta get workin on it. Keep me posted if ye finds anything we can work with, i'll do likewise.

Cheers!
RJ
 
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