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Showing results for tags 'sound'.
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I noticed this when I started to turn Jester off so I could learn the startup as a whole together. It starts when you arm the pilot's ejection seat. It also goes away when you cycle it too. It's kind of randomly activated by a cycle of the pilot's ejection seat, to make the sounds stop, cycle it until it does. I can't attach the videos but here's links to them. Activating and deactivating the soundfile: https://cdn.discordapp.com/attachments/865742930064965662/908129082997362688/ghostly_arming.mp4 Activation of Jester's ghost: https://cdn.discordapp.com/attachments/865742930064965662/908129291630415882/jesters_vengeful_ghost.mp4
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Hi everyone, Pretty simple one - the YJ-83K (as fired by the JF-17 and H-6J) do not produce any sound for their sustainer stage - only wind noise can be heard. The same bug does not affect the surface-launched YJ-83. YJ-83K_no_sustainer_sound.trk
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I recently installed a sound mod for the huey in savedgames/dcs/sounds, and it was working, but when i removed the sound mod, the modded sounds are still there, i cant get back to the default sounds even after repairing. i have checked the sounds folder and confirmed the modded sound files are not there anymore, but i still hear them in game. (i am using ovgme)
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Since it's no longer possible to add files into the .miz file through Windows Explorer (due to them being 'offset in the resource file' I believe), please can you add a new menu feature to the Mission Editor to bulk add 'n' number of sound and image files into the mission, which can then be addressed as normal via scripting or the PICTURE TO xxxxx via the GUI (where instead of choosing a file, you can choose from a file OR an already included file - same for SOUND TO xxxxxx). This is a real pain, loading them at mission start, one by one using NEUTRALS and the output so people don't hear the cacophony. Thanks
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Hello, I would like to be able to hear things while I'm in the F10 map. Not sure why the F10 map mutes everything, but it shouldn't. Ive missed many an RWR warning, BRA, or Jester call-out etc.
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Basically, what's in the title. As I fast forward, it come and goes at various volumes. Haven't done a thing except arm and then disarm the pilot's ejection seat, this Tomcat is dead cold, as is upon spawning in. When I fast forward, I can hear it come and go for a minute at a time https://cdn.discordapp.com/attachments/865742930064965662/908129259183280178/ghost.mp4
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Hello, good morning, afternoon or evening, I would like to talk about a problem that has been practically forever and has to do with external sounds, that is, about the ratio of sharpness of the sound x rpm. As seen in real life, the harrier has a very low sound that raises the sharpness a lot when raising rpm which in dcs has not been simulated, the sound is perfect, but we only need to polish that, I do not know if it has not been I was able to program by the dcs sound engine, but if I'm wrong or not it would be fine if everything is made clear in this discussion, thanks
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Hello! Just a little thing, but can we have sound for pushing the trim button? If it is making a sound in the real thing of course. In the Mi‐8 you can hear that satisfying mechanical "clonk" when you trim... I somewhat miss that in the Hind
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I'm writing a large script to do multiple things (like a MOOSE / MIST but just using the DCS Scripting Language) and I'd like to have Audio Files play at certain points. At the moment I can add my script to any mission just using one line in a DO SCRIPT action and everything the script can do, works even if I never made the mission myself. However, the one thing I'd like to do is play sounds WITHOUT having to load them (by hand) or by Trigger Action into the .miz file. Is this possible? The script is sitting in a know folder on the dedicated server, so all the sound files could be in there too. i.e. using lfs or something? Any help please?
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Does anyone know? The original files are encrypted now so I can't take a peak. A followup question: are there some audio files in DCS that have a different sampling rate than the rest of the files?
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I'm trying to have a trigger fire when a sound file has finished playing. Is this possible without knowing before hand the duration of the sound file? I want aircraft to listen to a broadcast on a specific frequency, and then after the audio has finished playing for each of the players (multiplayer) I want to play another sound file (that will be randomly selected). To do this I need to have a trigger fire when a sound file has finished playing.
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Hi guys - wondering if theres a way to play a sound file (which will be the SRS recording of the flight in the replay) to play automatically on starting said replay? Any tips appreciated!
- 5 replies
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- track file
- sound
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Air to ground ROCKETS do not have their own sound anymore, if you place the camera behind the rocket, or let them fly by, there is no audible sound. A/G Missiles and Air-to-air missile work fine, but any simple "dumb"-rockets don't. I am pretty sure it used to work about 2 years ago, but at some point it was missing. I had mentioned this in the discord bug reports, also in the weapons-bug forum but it did not get through it seems, some people told me it was the supersonic issue with the camera in front of the missile , but i am aware of this. Attached is a track where i first shoot Air-to-air missile, then an AG missile (sound works fine for these) , and then lastly Rockets , where their sound is missing. also, if you listen closely in f2-view, the sounds of the rockets seem to be "slaved" to the aircraft, so you hear the wind-sounds of the rockets in f2-view of you aircraft. (the explosion sound works, it is the in-flight sound i am talking about.) rocket sound missing.trk
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Hello. I recently received my SteelSeries Arctis Nova Pro. They are very good, but I am having issues configuring the sounds to be level between high beeps/voices and low engine sounds. The engines are very well represented but the voices from ATC or Teammates (also SRS) are barely heard. The same goes for beeps and clicks suck as EW-warnings and such. Any ideas?
- 1 reply
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- steelseries
- arctis nova pro
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It should either play them sequentially (best) or (with an option) over the top of each other. At the moment, it will only play the last one in the list. ie. function PlaySounds() trigger.action.outSoundForCoalition(2, soundKey1) trigger.action.outSoundForCoalition(2, soundKey2) end Only soundKey2 plays. The play sound system is unfit for purpose because we can't sequence sounds to play immediately after each other and we can't know when a sound has finish and now we can't even play two sounds at the same time.
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Hi everyone, When landing at a certain speed the sound of tires skidding on the tarmac is triggered. Since the Gazelle has skids, this seems to be unintended. Thank you. gazelle_tyre_sounds.trk
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Air to ground ROCKETS do not have their own sound anymore, if you place the camera behind the rocket, or let them fly by, there is no audible sound. A/G Missiles and Air-to-air missile work fine, but any simple "dumb"-rockets don't. I am pretty sure it used to work about 1 year ago, but at some point it was missing. I had mentioned this in the discord bug reports, but it did not get through it seems, some people told me it was the supersonic issue with the camera in front of the missile , but i am aware of this. Attached is a track where i first shoot Air-to-air missile, then an AG missile (sound works fine for these) , and then lastly Rockets , where their sound is missing. (the explosion sound works, it is the in-flight sound i am talking about.) rocket sound missing.trk
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- rocket issue
- sound bug
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It looks like this now gives the pilot a good indication of when they cannot fire an aim9 due to switch configuration, with one exception: At the moment, having the Select Jettison switch in Select Position or All Pylons inhibits firing the aim9. However, the aim9 growls in all Select Jettison switch positions. Is this Select Jettison switch supposed to inhibit firing the aim9 in Select Position or All Pylons? If so, is the aim9 supposed to continue growling?
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When testing the microphone my voice sounds reasonable and normal but as soon as I try to test a sound filter in the radio options the audio gain seems to spike and it also clips a ton. If I create a custom radio it still performs this way BUT If I uncheck "Receiver Filter Parameters" then my voice sounds normal with the radio effect applied. Is anyone else experiencing this or Is this unique to me? I haven't played with it in multiplayer just yet and I'm worried I'm going to be blasting people with the same audio I get when I'm testing it with the radio effects applied.