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Posted

Hello,

 

Imagine if you were starting up your plane and suddenly you hear the airfield Alarm,that mean that an enemy plane is close or the airfield is under attack!

Also on carriers we should hear some chatter from the speakers/crew.

My point is DCS must get more "alive".

Some simple sound effects like that,can give a better immersion.

Thank you for reading.

  • Like 4
Posted

Valid point. Actually a very good idea to have like an actual alarm for QRA.

 

So +1 from my side.

 

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Posted

+1

The option to add environment/ambient sound to the specific place/object is much velcome. Applicable to alarms, 1MC's, yelling soldiers, crew, claxon, etc.

  • Like 2

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Posted

+1 from me 

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Posted

Well, the fact that the OP was from almost three years ago with no response, acknowledgement or similar from ED for a simple and sensible request as this is rather disheartening, but here goes:

DCS indeed needs a (small) collection of 'standardized' sound effects that mission designers can invoke with soundToXXX(). The aim of providing a standard set of sound effects is to make them universally understood across interactive missions, so not every mission designer has to invent their own mission 'language' and players don't have to learn a new interface metaphor with each game. What we need are the following sounds for 

  • (neutral) informal sound- a 'beep' or similar to denote that the mission wants to communicate something. Purely informal, no player interaction expected
  • mission request sound - a sound to indicate that the mission requests user interaction, for example to fly to a zone, request taxi, etc. Imagine a classic Wags Tutorial's  "Press spacebar to continue", expressed as a beep 
  • acknowledge/OK sound - a sound effect as a response to a requested user interaction, with the user having fulfilled the request. When the system is waiting for the player to do something >("press spacebar to continue, requested taxi), and the player has complied, this sound effect confirms to the player that the system's request has been fulfilled
  • warning sound - a sound to indicate that the player is about to do something of potentially unwanted consequences, like entering a hostile zone, or exiting the mission prematurely
  • reject or fail sound - a sound to indicate that a request from the system was not fulfilled or overridden, or that an expected interaction process was aborted.

In addition to that, I think that DCS could also profit from a small library of 'color' sound effects that can be played on a mission designer's whim or to add color to a mission, such as

  • radio 'click' that can be played to accompany a text message
  • radio 'click-click' that can be played to acknowledge a player's menu request
  • Courtesy Beep, as an alternative to 'radio click' (above)
  • OP's alarm sounds, per period (WWII, 50s/60s, 90s/00)
  • beacon sounds for different standards, e.g. ELT
  • automatically generate the sound for any three letter in Morse code and play that on-demand so we can create our own NDB

Here's to ED reading and acting on any of this.

Posted (edited)

@cfrag OP was about external sounds for units or places, not some artificial mission beeps, which I dislike.

Edited by draconus
  • Like 1

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Posted
14 hours ago, draconus said:

OP was about external sounds for units or places, not some artificial mission beeps, which I dislike.

Yes. I don't think your approval is required, though.

Posted

Would be good to liven it up a bit. Atmospherics of all kinds.
 

Not sure it’s gonna happen any time soon, I’m still harking after animated ground crew to climb on the wing of my Spit and refuel me properly. Hearing that happen too would be good. Another can of worms, look a the pilots body arguments, never mind ground crews.

If we could set an airfield ‘alarm state’ or something that triggered audible panic/don’t panic type stuff it’d be something. I like the sound of some of cfrags ideas, no pun intended.

They should at least review this sort of thing.

Posted
18 hours ago, draconus said:

@cfrag OP was about external sounds for units or places, not some artificial mission beeps, which I dislike.

 

"not some artificial mission beeps, which I dislike."   +1 here.

  • Like 1

About carrier ops: "The younger pilots are still quite capable of holding their heads forward against the forces. The older ones have been doing this too long and know better; sore necks make for poor sleep.'

 

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Posted

Anyone who has ever written a tutorial or instructional mission sorely misses these interface items, and hates the fact that they have to spend additional hours or funds to have them created. It's fine for you not to like them. Denying them to mission authors for personal preferences is IMHO doing the mission creation community a disservice. 

Posted
3 hours ago, cfrag said:

Anyone who has ever written a tutorial or instructional mission sorely misses these interface items, and hates the fact that they have to spend additional hours or funds to have them created. It's fine for you not to like them. Denying them to mission authors for personal preferences is IMHO doing the mission creation community a disservice. 

I´m not denying them by all means because i agree with you about personal preferences. I just don´t like it at all but i´m all into being implemented.

About carrier ops: "The younger pilots are still quite capable of holding their heads forward against the forces. The older ones have been doing this too long and know better; sore necks make for poor sleep.'

 

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Posted

Personally i also don't care for those UI sounds, because i'm not into highly curated or highly scripted scenarios, BUT i'm perpexled that those don't exist yet: Things like this seem very important for tutorials, where you want to guide players very tightly... could also be useful for more "gamey" scenarios or modular training scenarios that allow "meta" input to shape the scenario. Nothing that i do a lot, but nevertheless a good suggestion.

Atmospheric "world" sounds and ways to place them in teh world as per OP's suggestion would also be a great addition. Especially different alarms, as mentioned already.
Other sounds should be systemically driven though. It seems tedious to rig a scene with different sounds and set up triggers to fire them manually. Soundscape should react to what's happening dynamically. Only "standout" sounds should be rigged manually by the mission editor.

Somehow related i would also like to see improvments in how the mission editor handles custom sounds, for example to delete unused sounds from the mission file in editor to prevent bloat: Last time i used custom sounds, the only way to delete them, was to rip apart the miz file manually.

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