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steamship sound mock-up

PROGRAM\Ships\ships_init.c . Search for the code from my above post.
If you can do some work on making the steamships work more reasonably,
it'll be much appreciated! :woot
 
Being willing to try is where modding starts. When I started, I wasn't sure if I could do it either. Actually, I still am not! :razz
Code:
			switch(refShip.RigType)
{
case "Tar":
refShip.ClosestPoint = 0.15;
refShip.BestPoint = 0.6;
refShip.RigType = sDet;
break;

case "Bar":
refShip.ClosestPoint = 0.29;
refShip.BestPoint = 0.875;
refShip.RigType = sDet;
break;
// ...
Looks like the RigType is used for setting the ClosestPoint and BestPoint values if they hadn't already been set in the ships_init.c entry.
It is also used to make cannons automatically aim lower on ships with a Xebec rig.
There's also some code that uses it for determining maximum speed,
but I don't quite understand how that works.
 
then what's sDet for? i'll try adding another type and combining it with new numbers for the refpoints of the steamfrig.
 
i forgot that my save is incompatible now that i've updated the game. bummer. this will require some cheating, i think.
 
bump, for the sake of me wanting to know if someone's up for what i said in the opening post.
 
Hmm... I wonder if Legendary_Spider would like to have a go at this.
He's already doing some extensive sound effects work, so I'm sure he'd be capable of steamship sounds...
As for coding the sound effects, I don't really know who'd be able to do that. Maybe Pieter could try? :shrug
 
I've got the steam engines making sound at last and even have the volume increase based on the engine power.
At the moment everything is in a linear scale though. And when you use time compression, that messes things up nicely as expected. :facepalm
 
i should have thought of that. would it be possible to insert a condition somewhere to, let's say, increase the interval between noises by 3 when the game's sped up by 3? or isn't the frequency the problem here?

nevermind, i reread that. still, a similar idea could be applied, i guess. devide volume by 3 when the game's sped up by 3. there'd need to be a condition related to key presses, i think. unless there's actually a piece of code that indicates game speed, which would simplify things.
 
if you're in need of a looped sound effect that doesn't increase in velocity, try one of these. they're much higher quality than the previous effect i posted, just not suited for a crescendo effect.
 

Attachments

  • Land Leviathan_IdleLoop.mp3
    62.5 KB · Views: 102
  • JuggernautLoop_1.mp3
    46.2 KB · Views: 76
I've got a sound effect that works already; it's just a single puff that lasts pretty much one second, which is ideal since I call the sound file every second.

i should have thought of that. would it be possible to insert a condition somewhere to, let's say, increase the interval between noises by 3 when the game's sped up by 3? or isn't the frequency the problem here?
That's pretty much exactly what I want to do. :yes
 
SORTED TOO! The sound does play a bit quicker on 30x as opposed to 1x, but it at least doesn't sound absolutely horrid, so this will do! :razz
 
Wow, it's great to see this going somewhere at last! Nice work Pieter. :woot

I'm curious though: how does the sound work when you encounter a steamship, rather than sail one yourself?
Does the sound follow the ship, or just play as if it were on your ship?
And what about multiple steamships encountered at once?
 
At the moment, I've got the sound playing only for the player steamship. Other steamships would be 100% silent.
I tried using 3D sound with the ship's coordinates, which did work, but the sound was so quiet unless you went to stand inside the engine that you could hardly hear it.
So unless I REALLY try to boost the volume of the actual sound file through the roof, that isn't going to work.
 
OK, sound only for the player ship seems a suitable compromise for now. :onya
 
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