 ///Hyperacoustics Realism Sound Pack V1.0\\\
/// Author: Andy "[SSN]LiquidFuse" Jiménez \\\
\\\ Email: Virtue218@hotmail.com           ///
 \\\ICQ#: 38683331	MSN: Virtue218    ///

TURN WORD WRAP ON

Special thanks to the people that helped me fine tune the sounds included in this pack, through their priceless input and feedback. 

...You know who you guys are ;)

[Disclaimer]
While I'm not a big fan of Legal Affairs, I will state the following:

This pack is provided AS IS and while it has been thoroughly tested on different systems with great success, there is no guarantee that this pack will work on every system in existence. Sonalysts does not support mods for Sub Command of any kind. Use this sound pack wisely and at your own discretion and risk. I cannot be held responsible for any damage incurred in any system by direct or indirect use of this sound pack.

***IMPORTANT***
I STRONGLY suggest you make a backup of your sfx.agg file before attempting to install these sounds, in case something goes wrong. Sub Command patches DO NOT replace the sound file, if this becomes corrupted, you will need to reinstall Sub Command

[Features]
This pack is a trimmed down "demo" version of a much larger sound engineering project, currently in the works. Included are high quality sounds that are acoustically realistic and equitative to the simulator's scale. The sounds where specifically engineered to "match" their respective platforms according to size, estimated source levels, age in service, and estimated frequency.

The included files are divided into 2 categories:

***Screw Noise***

As the name implies, screw noise is the noise heard from a platform's screws turning underwater. This sound is heard on the 3d window when a platform is in camera view. Sounds in this pack that are heard in 3d window are scaled to the appropiate volume and frequency that a human ear (NOT a microphone) would hear underwater if a person were to be floating right beside the platform. Sounds underwater ARE NOT clear and crisp, but rather muffled, low and high on bass, which is the result the sound wave interference by the water engulfing the receptor. Screw Noise sound is appended with an A prefix.

Example: A_Kilo_Imp_Rus.wav - This file is the screw noise sound heard from the Russian Improved Kilo while on 3d window.

***Processed/Amplified Noise***

This type of sound is engineered to most closely resemble the way sound is heard when passed through the sound processing computers in a submarine's sonar suite. While clearly not all submarines will process sound the same way, since this is exclusively dependant on the hardware technology presently in the submarine, most of the sounds carry the same "filtered" feel to them where bass is almost cleared out and the most significant frequencies amplified to ease "by ear" classification. Processed/Amplified Noise is the sound that is heard from the sonar station, through a sensor, when listening to a contact's noise. It is appended with the BB prefix.

Example: BB_Kilo_Imp_Rus.wav - This file is the Processed/Amplified sound heard from a sensor that is listening to a Russian Improved Kilo.

The following list outlines the platforms for which this pack provides new sounds:

 - Akula I
 - Akula I Improved
 - Akula II
 - Los Angeles 688
 - Los Angeles 688i
 - Seawolf
 - Kilo
 - Improved Kilo

The following files are for testing purposes:

 - Small Boat Test Soundtrack (Attached to the civilian Fishing Boat, sound estimated to resemble a 100cc engine)
 - Underwater Seismic Activity (Early test soundtrack, still deep in development)

[Express Installation]

If you are versed with JSteed's SCSoundEdit application and on how to edit the sfx.agg file, then you probably don't need any instructions to install the sounds. Still, for the purposes of completion, I will outline an express installation procedure.

Step #1 - Extract Hyperacoustics Sound Mod V1.0 (all parts) to the SAME temp folder, if you have not already done so.

Step #2 - Copy and paste sound files and SCSoundEdit to sfx folder.

Step #3 - Open SCSoundEdit and add the new files to sfx.agg.

Step #4 - Copy and paste the database folder to your MAIN Sub Command folder, choose yes to overwrite.

Play the game and enjoy!


[Detailed Installation]

The following installation procedure provides detailed and wordy instructions on how to manipulate the sfx.agg file to add the new sound files. This section is intended for people who have NEVER previously attempted to edit the game's sfx.agg file.

Step #1 - Extract the Hyperacoustics Sound Mod V1.0 (all parts) into the SAME temp folder if you have not already done so.

Step #2 - Inside the new folder, you will find a total of 20 wav files, a copy of Jsteed's SCSoundEdit application and a V1.08 database, modified EXCLUSIVELY to attach the new sounds to their respective platforms. Verify that these items are present in the pack.

Step #3 - Copy and paste the SCSoundEdit application AND the wav files to your Sub Command's Audio/SFX Folder. Inside this folder you will find a large file named sfx.agg, which contains every ".wav" file that Sub Command uses.

Step #4 - Double click on SCSoundEdit to run the application. You will see a graphical interface with a series of buttons which are pretty self-explanatory. Click on the open folder icon to open the "open" dialog.

This window lets you choose 2 different types of files to open; one is .agg file format, which is what you will use to open the sfx.agg file, and the other is .wav format which will let you "grab" any stand-alone wav file you wish to add into the sfx.agg file.

First choose .agg file format on the bottom drop down menu of the "open" dialog and you will see the sfx.agg file on the window, double click to open.

After you do this, you will see a complete list of sound files in the LEFT display window in the SCSoundEdit app. These files are the files presently compressed inside the sfx.agg file.

Step #5 - Now you will repeat the process of clicking the open folder icon to open a new file. Once there, click on the bottom drop down menu again and select "wav file .wav" file format to grab the wav files included in this pack.

Assuming you copied and pasted everything from the temp folder into your Sub Command's Audio/SFX folder, the new wav files should be there also and they will show on the "open" dialog window when you select ".wav" format. Hold down the ctrl key while drawing a box around all of the wav files AND NOT selecting any other type of file or folder.

Once you have selected all of the wav files, click on the "open" button and you will see a list of the new wav files in the CENTER text window.

Step #6 - Once you have the sfx.agg file opened and showing on the LEFT console window and the new wav files on the CENTER text window, you are rdy to add the new files.

Click on the "Select All" button on the CENTER text window and all of the new wav files will be greyed out and selected. After you do this, click on the "Add New Files" button located in between the LEFT and CENTER text windows and the process of adding the new files will commence. As the process is being run, a log of events will show on the RIGHT text window. You will know when the process has ended once the log stops with the word "done".

BE PATIENT, the process can take from 3 to 6 minutes depending on your computer's hardware and software configuration. I strongly recommend that you DO NOT switch over to something else while the sfx.agg file is being created, doing so WILL PROBABLY cause serious corruption in some of the wav files.

Once the process ends, you can shut down the sound editor and turn your attention to the database folder in the sound pack.

Step #7 - The database folder included in this pack is a normal V1.08 database with no changes other than the name of the sounds that are linked to each platform. You CAN use this database in multiplayer in conjunction to other players that are not using this sound mod and no errors or "cheat" messages will occur because both database will be identical in terms of actual platform/sensor data.

Copy and paste the "database" folder into your MAIN Sub Command folder. You will be asked if you wish to overwrite the old files with the new database files, choose YES.

Once you have done this, the sound mod will be fully installed and ready to use.

Step #8 - Have fun and enjoy!

[Known Issues]

 - The sound volume heard in sonar station was reduced considerably by Sonalysts in the last 2 patches and as such it can be very difficult to appreciate the sounds in broadband. I have fixed this by modifying the "water rush" sound heard in BB, by lowering its volume. However, this fix IS NOT included in this pack since it requires a much more complicated installation then just adding sounds to the .agg file. The fix will be available in the next release.

 - Sounds in Sub Command become distorted, lower in volume and develop clips when compressed into the .agg file. The result is a volume that is lower than intended. I'm currently working in finding a proper volume to compensate for this, that also will not destroy the sounds' quality by over-amplifying them...like some of the default sounds were... :(

Notice how the BB sounds have been amplified to the top of their RMS potential, which is as high as they can get without aquiring additional destructive distortion. In the game however, their volume is extremely low, even when parked right next to the ship emanating the noise... :((((.....

[Copyrights]

I reserve only the right of authorship over the sound files inside this package, I alone worked on the files included EXCEPT for the SCSoundEditor app, which belongs to JSteed.

[Public Domain Policy]

THE SCSOUNDEDIT APPLICATION IS COPYRIGHTED TO JSTEED AND IS NOT BOUND WITHIN THE PUBLIC DOMAIN STATEMENT EXPRESSED HEREIN.

ONLY THE SOUND FILES included in this pack are released as public domain, which means you can do with them as you will and you may add them onto any package you wish and distribute them AS LONG AS YOU DO NOT CHARGE FOR IT...because...its public domain ;P

I ask only that I am notified of any changes made to these files before-hand and of any mods in which these files may be added on. I will keep a small log of the people who have found these files usefull and worthwhile to mod and use in other mods. Last, but certainly not least, I ask that you give credit where its due when modding/distributing these files.

[Last Comments]

Finally, I dedicate this pack to my wife and kids, and the SC Community, soon (HOPEFULLY) to be the DW community.

Feel free to post your feedback in the SubSim Sub Command Forum or email me directly at Virtue218@hotmail.com...or...message me at ICQ# 38683331.

I hope you enjoy this sound mod as much as I have enjoyed making it.

Take care all.