-
Posts
131 -
Joined
-
Last visited
Personal Information
-
Flight Simulators
DCS, XP12, MSFS, JASF
-
Occupation
Sound Designer and Recordist
-
Website
echo19audio.com
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
I don’t know where the friction would be, I’m open to working with them if they choose. I have picked up, perhaps some frustration based on limited responses, but… I could be wrong!
-
Can you reach out to me via Discord or DM? I don't want to prolong this conversation and get off-topic. That said, if I ignored this, I apologize. Things got crazy when the whole Polychop issue occurred, and they haven't improved since. I haven't encountered the problem, but as I mentioned, if you reach out via DM or Discord, we can discuss it.
-
I’m pretty sure you’re one of the only people who doesn’t like the new version. If there’s an issue I’m sure you’ve reported it to Polychop, right? I am not here to advocate or sell my services, we don’t actively engage or work with a lot of DCS developers for a lot of personal and business reasons. Unless they ask. M3 can do what they want, but I won’t let someone bash or insult our work that is highly respected in the community.
-
It has been so long since our last conversation that I cannot recall whether we reached that point in our discussions. Nevertheless, please feel free to reach out if you reconsider. Furthermore, with all due respect, there is a considerable distinction between possessing access to raw recordings and being able to edit them in a manner that creates an immersive experience for the player. I've heard the excuse of having "raw professional recordings" before by many sound engineers for MSFS/DCS, and it takes more than just good microphones to reconstruct an aircraft's soundscape. A very recent and good example is our sound pack for the MSFS "Mustang". The default audio was recorded professionally; however, it lacked substantial depth and "impact". Losing detail and grit. In fact, they probably used similar recordings from the same aircraft. There is definitely a lot more to good sound engineering than just getting the volume right.
-
It pains me to see this thread. M3 had sent me messages a long time ago, years now, but unfortunately they went cold on us. Maybe we will get contacted again if enough "noise" is made, but not sure. Polychop saw the opportunity to work with us, and the community has loved our work and involvement on projects. So, why not... It's up to Magnitude 3 at this point if they choose to re-engage in conversations with us. I hope they do, but we'll see.
- 50 replies
-
- 12
-
-
I’d love for a ED / E19 collab on the 35. We have a ton of high quality resources already, why not use them? The on-release Hornet and Viper sounds were less than ideal, and also synthesized in some ways. How about just pushing the boundaries in all aspects of this module, not just what’s possible with systems and flight model. Most of the community prefers our take on the audio anyway, would be a cool concept if we could work our magic together with ED. The big difference here is that Boeing is not Lockheed Martin. LM are very strict, speaking from personal experience, and I HIGHLY DOUBT ED are working with them on the project, that would be a massive conflict of interest for LM. Boeing will “work” with anyone, for extreme amounts of money. Also speaking from experience.
-
No, that doesn’t work from our testing.
-
Unfortunately not all of the engine sounds, or sounds in general, are in CoreMods and not /Mods - which makes it difficult to replace them. Unless there is a folder structure we can follow in Saved Games to override the CoreMods folder sounds? also; I’d really like to know what happened to the autoexec sound reloader we had - it’s really a huge tool and saved a ton of troubleshooting time.
-
I_Gamer changed their profile photo
-
Hi there ED/fellow audio enthusiasts! I will keep it short. For the longest time, we received a useful tool for reloading sdef values from in-game instead of needing to restart the game client every time we wanted to make an adjustment. This saves a lot of time and I am extremely grateful to the individual that allowed us to use this hidden gem. We were given this line to add to the autoexec cfg file: sound.editor = true Since the launch of 2.9 - this is no longer functional. Could we please have this feature restored? Also; with Razbam’s F-15E we are unable to mod sounds since they are encrypted under CoreMods - is there a way around this? Thanks!
-
There is a flag in the autoexec.cfg file that allows a sound-editor dialogue to appear in-game, which allows a user to re-load SDEF files without having to re-start DCS. That function has stopped working for me since the launch of 2.9 Was this intended to be disabled or is this a bug? As a creator, this has saved me countless hours of having to restart DCS each time I make an adjustment. For both mods and 3rd party development. Thanks!
-
If you notice loops, I'd like to know which conditions and which aircraft you were flying as that's not intentional. The goal is to create audio that is more true to life, so if you don't believe we hit the mark on something - please let us know. We rely on feedback from our community to improve audio, and through Discord or our YouTube is the best place for that. I'd encourage anyone who is interested in more realistic sounds to give our mods a try... they are developed out of a passion for aviation, and hundreds of man-hours are put into them. The least you can do is share what you like or what you think needs work. ED is not a direct partner, we are however providing sounds for some third parties such as Crosstail on their upcoming A-1H Skyraider module.
-
Looking forward to the improvement of weather simulation, particle effects and Vulkan! Also future available tools to aid content creators in making integration easier and more widely accepted.
-
Great question! There are sound files listed in the DCS\Doc folder under "sdef and wave" text document. You can look at that file to view the correct path for sounds. From there, it's a long process of testing. For the Hornet, a mod was created long before the files were encrypted - so the process did not involve all that. We've had to use that process a few times for Viper, though.
-
This is MP Compatible and does not affect any major game files.