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Showing results for tags 'sounds'.
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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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I suspect this is simply a limitation of the ME, but figured I'd ask here to see if anyone has some advice/opinions. I am working on a mission that includes some formation flying where the player participates in formation navigation between several waypoints. There are triggers when making turns from WP to WP telling the player when to start the turn. Additionally, I am trying to insert voiceovers whenever the player gets into proper formation, when they fallout of formation, and when they return to formation. I have all this working. BUT ... if the player happens to fallout or return to formation at the same time there's a turn, the sounds collide and step on each other. I'd prefer the turn calls take priority over the general "you're back in formation" or "you're drifting away" sounds. Is there any way to solve this within the mission editor? My workaround is to make the sounds more brief so the chance of a collision is reduced, but certainly not eliminated. Thanks!!
- 2 replies
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- mission editor
- sounds
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At 9:57 the pneumatic hiss is very audible in this real Mk9.
- 13 replies
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- bug report
- sounds
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Hi Everyone, Encountered a minor issue with the Hornet (I think it's been present since the new gun sounds were introduced), whereby the sound made by the gun in high and low rate of fire sounds completely identical. You'd expect the low rate of fire (4000RPM AFAIK) to maybe have a drop in frequency; this is the case on the Tomcat where there are distinctly different sounds for high and low rate of fire. ED_M61_Ho_Lo_sounds.trk
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I am trying to install a sound set for the ATC, ground crew and wingman etc that will make them sound British, however, it says to install the files into Sounds\Speech\Sound\ENG\Common\ Now I get that it may be referring to the non-steam edition, however, is there a folder like this or at least a sounds folder where all the voices etc are kept in the Steam edition, I have searched all over Programfilesx86 etc and all I found was a folder called "sounds.edc" but this is obviously not what I'm looking for. I have also looked in DCS under saved games, no luck there either. Any help would be appreciated.
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Seem's to be some slight audio glitches with the Mi-8 in 2.7 examples being the trimmer sounding funky and Rockets launching sounding weird (from inside cockpit). Only seems to be some sounds not them all, easily replicable just hop into the hip free flight and trim it. You will know what i mean
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This affects all SOUND TO xxxxx ACTIONS, as well as all RADIO TRANSMITTER type ACTIONS - basically, any method in the M.E. or via scripting to get DCS to play a sound, this bug is present. 1. Sounds should be added to a PLAYBACK QUEUE and played back, one after the other, in the order by which they were added to the queue and NOT - as they currently are - all played at the same time! Currently this means if you wanted to send a custom morse code signal, you'd have to send each sound file for each character, note the duration, and delay the next by that duration + a 'gap' in time and repeat. This is a PITA and stupid for so many reasons. Otherwise you're forcing creators to make a magnitude of individual sound files to cover all eventualities. This makes the mission large, slow and puts a HUGE amount of work on the creator, fighting against the DCS game engine. 2. On top of that, this means you can't get all that to loop, as the 'loop' only understands looping an individual file, and not a sequence of files. This is another part of the bug report - you can't loop a sequence of sounds, only individual ones. You should be able to batch up a sequence of individual sound files and have them play sequentially and then be loopable. 3. Also, if a player performs an event that triggers a sound effect i.e. MOTHER talking to them with a custom audio file, or a custom AWACS speech audiofile, at the same time as another player triggers the same or another custom audio event then CURRENTLY, both play on top of each other, rather than sequentially. All of this should be available to scripters as well as in the M.E. Trigger system.
- 5 replies
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- sound module
- playback
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JestHer | Female RIO | Complete Jester Voice Replacement (digitalcombatsimulator.com) JestHer is a complete sound replacement of the Jester voicelines. https://youtu.be/ZEswMBLRyIs Edit: Download Link: https://www.dropbox.com/s/lpt6hbbbae2q8l8/JestHer Voice Mod.zip?dl=0 Alternate Download link: https://drive.google.com/file/d/1SYfkp8v3Bft6-Go8VeTJWStjTho2U4Rl/view?usp=drive_link Update 06/01/23 - Fixed Closing canopy file name (thank you to @bonesvf103) - Fixed incorrect filename "nails six ol cock" (thank you to @Despayre) - Added new carrier landing voicelines as suggested by @bonesvf103
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Most of the continuous cockpit sounds (ie engines) sound like they are on a five second loop. Once you hear it its hard to ignore and really breaks immersion. This was pretty common on early sims but I have not heard it on any other DCS modules.
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Che ne pensate? DCRealistic – rkApps credo che il costo sia un po altro fosse stato di 10$ forse un pensierino ce lo facevo...
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With open cockpit, one would expect deafening sound if leaning over the side. There's no change at all, sticking the head out. Would be nice but not critical. There's another reason though to develop sounds. Side slipping, In a glider at least, if you side-slip a lot, you really really hear it. In general, wind noise increase with degree of side slip. The ball in I-16 is below panel and difficult to see. So how about developing wind noise more realistically? I flew along, looked at the ball and saw the ball being fully stuck to the left. Point being I didn't know I was side-slipping at all and was surprised. If you side-slip that much in a real aeroplane, I'm certain you would hear it (in any aeroplane actually) ~ ED/ADD You really really hear sideslip in some gliders "Bergfalke 3" (enclosed cockpit, still an ear deafening thunder). Admittedly you hear it less in modern composites planes. But, again, I-16 open cockpit, I think you'll hear it.