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Everything posted by I_Gamer
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I was just making an example of how much control we "don't" have over sounds in DCS. The sim already simulates the throttle movement in the pitch/frequency of the engine, I was just trying to make a point is all. Anyway; I don't think an EFM would solve this - as it's really only supposed to be used as a flight model. You don't need access to that data, at least to my recollection. Yes the sound engine can pull info from the flight model to perhaps define certain characteristics of said file. You would need access to the API responsible for linking sound files/SDEF files to specific aircraft. And I have no idea how that would happen - the developers would have to be more open about how they can help us achieve what it is we're looking to do. :music_whistling: @Benedictus de Suede - I know, like I said - their lack of transparency is frustrating at best. There's not been much talk about this by ED directly in a long time, not sure why. I would think that they have a dedicated audio team for stuff like this? After-all, someone had to come up with the system to begin with - right? :huh:
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Unfortunately, that does not. :( What we need to be able to do is assign new audio files to a specific aircraft. Take the Hornet for example. I want/need to be able to tell the sound engine that I want "X" sound file to activate differently than it is, and I also need to tell the game that there are new sounds - and how to use them. The only way to do this, from my investigation, is via the ED Audio API which is encrypted in a DLL. This way you could start implementing "per aircraft" sounds instead of having specific sound sample shared across multiple aircraft. Proper access to this information would also allow a greater level of customization on developing better sound mods or overhauls, since you would no longer be limited by what samples the developers decide to implement. ArmA 3 is great like this, because you have almost full control over how sound samples are handled for any given vehicle or object. The level of detail I was able to implement into my aircraft sound mods in the later days for ArmA 3 is so simple - compared to how complicated it is for the same information to be accessed in DCS. For example; this is a code taken from the F-16C Audio Overhaul I did in A3 a year or so ago. class rs_f16c_EngineLowExtFront_SoundShader { samples[]= { { "RealSoundF16C\snd\exterior\16_idle_rear", 1 } }; frequency="1.0 min (rpm + 0.5)*(rpm factor[0, 1])"; volume="machcone*engineOn*camPos*(rpm factor[0, 1])*(thrust factor[0.75, 0])"; range=800; }; Each class of sound is completely customizable, in the sense that as long as you're calling up these sounds in the init file of the aircraft - they will get loaded, and used! This means you're only limited to how many samples the game can play at any given moment (my max on the F-14, my most recent, was up to around 15 unique samples just for the exterior in-flight sounds alone, compared to the 3 or 4 that are usually included stock). The DCS Hornet has quite a few, however, can be improved upon by changing definitions and adding new samples to fill gaps. The actual definition of how the sounds are played is defined by the "frequency" and "volume". This particular aircraft has a simulated pitch increase, since ArmA doesn't do too well of matching pitch with throttle input - I decided to do it myself by writing several different variables that did it without having to make multiple samples that were just increased in pitch, saving in both system resources and overall workload. That's just only scratching the surface in the ArmA 3 audio world... So - as you can see, we don't have anywhere close to the same access of information that we would need in order to be as creative. But, every developer and company is different. We may never get access to such tools, but as long as I'm around - I'll keep trying my best to find new ways for things to sound better and better - both on the ground and in the air. :pilotfly:
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The lack of knowledge in sound development in DCS is frustrating, really. Or should I say, lack of transparency? There are few, myself and Moltar included, that actually know a thing or two about DCS' current sound handling. Good, no, great sound design is imperative to an immersive product. Crappy sound = crappy immersion IMHO. DCS does not have "crappy" sound design by any means, but the current way of doing things is inefficient for the community to learn, or adapt to, new tech that the developers implement. I would love to see more developers interacting on threads like this; to give insight and direction to something that isn't totally clear. I'd love to help more, but I have hit a brick wall since the important bits of the sound engine are hidden inside encrypted DLLs. :\
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Yeah, you need top copy those in - those files tell the game how to handle the volume for the Hornet.
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Is it possible to enable the DOF post-effect that currently applies to the other external cameras and get that to apply to the F11 / Free-Cam mode as well? If so - how can I achieve this?
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ED SIMS SCREENSHOT AND VIDEO THREAD!!!! (NO USER MODS OR COMMENT)
I_Gamer replied to rekoal's topic in Screenshots and Videos
Vampires Love Light Also posted on /r/hoggit. -
That's the issue with the way DCS handles sounds, though. If everything were flat it would sound very uninteresting, and is what accounts for why most of the aircraft (if not all) sound very "whooshy" and lack any sort of audio dynamic.
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Wow - yeah that is absolutely atrocious sounding. I don't blame you for liking 1.1 better. :lol: Sometimes DCS confuses me.... A lot actually, it confuses me a lot. :music_whistling:
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Check your Discord messages! :)
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Yes and no. I wish there was an easy way of explaining why, but my attempt would just make it sound more confusing than it needs to be. :music_whistling: But I'll give it a whirl. Short answer: There's not really any way of telling the game otherwise, at least for audio, since we cannot define or change how the game handles audio other than the cone/shape, gain and fade distances. In ArmA 3 (hear me out); the modding community has complete access of how a certain "addon" is handled in game. How this affects the audio side of things is having direct access to how the game engine calls or executes a certain audio file. For aircraft in ArmA; I can define how fast it needs to be going, or define a speed "gate" (so, between X / X speeds - be value Y, otherwise don't play). I can also tell the game engine in which camera position the player needs to be in for them to hear the sounds. Currently only ED developers, including third party (I believe), have access to where and how the game can call up and execute audio files. The modding community only gets access to the raw audio files (which is better than 90% of games, that hide them behind custom packaged files for copyright concerns) as well as the SDEF files, which can only change the volume/pitch and distance of which a sound can be heard. For there to be any sort of monumental immersion enhancements to happen in DCS, either the community should be given some sort of access into an API / SDK like environment to create these sorts of things, or ED should develop some sort of LUA environment to where modders can still create/define their own sound sets for any given aircraft - within controlled space and not given direct access to the game's underlying API or engine.
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It was never really gone, just reduced, I can't change the way the game handles these files unfortunately. This is as good as it will get for now, until ED gives us modders more control over how things work in the game (which I doubt will happen unfortunately).
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No. That's a separate issue. That sound you're hearing is the howl sample, as it is not a perfect steady "tone", because it was taken from a real hornet flyby.
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v1.1.1 (23/12/18) RELEASE - Further adjust gain on samples. Everything is just a touch louder now. ;)
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Alright guys! Sorry for the lack of updates here! I'm planning on releasing an update today to help combat against the "whisking" sound when in F2/F3 views. It's not gone, but is reduced and much more manageable now. That, among other tweaks as well. :) Thanks for the continued support! EDIT: Update is released! I'm going to begin some more work on the howl effect and stop it from sounding like a siren in F2. If I could tell the game to only use that sample in F3/F11 views, I would just opt to do that. But, that isn't a feature I have access to.
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Definitely your best work so far - very well done GA. I've watched it maybe 5 times already. *hats off* :D
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Not as of yet - apologies, I've been busy with other projects as well as work. I'll hopefully be able to fix the whisking issue in this coming week or so. The rest of the reported issues are limitations by the current access we have to the audio files/api.
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RETALIATION | A DCS: World Cinematic Trailer
I_Gamer replied to I_Gamer's topic in Screenshots and Videos
Thanks GA - loved making this. I'd love to scratch your brain on some video stuff sometime - can I shoot you a PM? -
Description: The year is 2020; Ukrainian forces have chosen to occupy several small territories previously held by the Russians. With no other choice, the Russian military forces are forced to retaliate and take back what once was theirs. This cinematic has a much different feel than the previous few I've made. It was designed and produced with the mindset of being some sort of fictitious movie/campaign trailer. Fun fact: The part that took the longest in producing this cinematic was actually making a custom mission specifically designed for this project. To the point that I could release this mission for others to play, if they so chose to, in the future. Hope you guys enjoy watching! :)
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Looking back; I believe I misread his question. If I understand correctly; he wishes to change the in-game aircraft label to display whether or not a player is in VR (or display session type). Kind of like how FSX cycles through label data for aircraft in the air. This would actually be useful; however, I have spent a lot of time digging around the game's files and as of yet I don't believe it would be a simple task. You'd have to create or call from new functions that tell the label whether or not a client is using the "VR" option - even then you'd more than likely need to re-design the label function itself. ED may be able to do it in a few hours, someone here might even be able to do it - but I don't believe it would be easy.
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There's a spot towards the bottom of his post on how to set it up. :) It says something like; there's a little "spoiler" tag below it, click it to expand it! Sorry I can't be much more of help, but OVGME is very straight forward once you get past setting up your mod repo's. :thumbup:
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Cinematic feat. M83 - A New Era (F/A-18)
I_Gamer replied to I_Gamer's topic in Screenshots and Videos
Thankya. Updated -
Hey all! Decided to make a forum post here, as some of you may not have seen my post elsewhere. New cinematic! Had a lot of fun putting this together. Probably one of my favorites so far...
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There's a guide that Moltar created for his modpack - just follow his steps (but with the XML link on the release post instead of the XML link that points to his stuff).
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Thanks for pulling that video together! The whisking sound is indeed an anomaly, whether or not I can actually fix it will be determined by what I can do with the Sdef file associated with that sound. As far as the oscillating howl sound goes, little I can do about that until I can get a better sample of a howl that doesn't have a pitch shift. (already discussed earlier)
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See above.