RvEYoda Posted June 12, 2009 Posted June 12, 2009 (edited) I'm starting work on a new project here. It will be to implement more realistic TEWS sounds for the F-15. Most importantly, it will, like the real thing, have separate sound signal for each threat type (like the real thing). Ive written most of it, I'm just missing some small details in the code, but what I'm missing right now is sound files. I mean we could just grab them from random Falcon4 releases, but I'm not sure these are 1:1 with the F-15 (although they are likely VERY similar). If anyone knows a sim or similar or have the sounds from the eagle, it would be great. How would such a mod change rwr performance? - Each threat type will have a special sound based on their visual representation. Example : Detection of new threat *mig-29/Su-27* will sound one way, and give <29> indication, but the F-15 threat will appear <15> and give a different sound. So what I'm missing is the actual sound files, making the mod itself should not be a big issue. This should provide some cool gameplay for those that want to have a bit cooler avionics :) Missile warning of SARH sounds different than ARH warning. (yes real thing works like this ;)) How does this work? I'm writing a small java application for anyone that wants to use it. It will connect to lockon through sockets to a lua export script. (which provides RWR details) This program will play back sound files based on ingame situation. *YES* : This method could also be used to implement new sounds on new criteria, like you die, it says "you died loser" from your speakers :). Or you could make this voice saying "Friendly, Friendly", if you locked a friendly? ;P Edited June 12, 2009 by =RvE=Yoda 1 S = SPARSE(m,n) abbreviates SPARSE([],[],[],m,n,0). This generates the ultimate sparse matrix, an m-by-n all zero matrix. - Matlab help on 'sparse'
topol-m Posted June 12, 2009 Posted June 12, 2009 Another great addition from Master Yoda. :worthy: [sIGPIC][/sIGPIC]
PoleCat Posted June 12, 2009 Posted June 12, 2009 The force is strong in this one. Out http://www.104thphoenix.com/
104th_Crunch Posted June 12, 2009 Posted June 12, 2009 Sounds very nice. I had a look for my Jane's F15 CD but could not find it. I had it but never delved into it like Lock On and I cant recall if there were specific TEWS sounds for different threats.
BrumTx Posted June 12, 2009 Posted June 12, 2009 May the Force be with you Master Yoda Remember the 346 Fire Fighters, Medics & Police who died on 9-11....... Selective memory is a wonderful thing, especially when certain posts simply disappear into the ether never to be seen again, unless I have a copy of the original post copied and pasted into word documents and saved .... just in case :) Am I an abusive idiot ? Due to physical incapacity my Wife types my post's for me
2IAE-CrashBG Posted June 13, 2009 Posted June 13, 2009 This is great, so now things like the pilots breathing can be seperated from the engine sound files ? [sIGPIC]http://i43.photobucket.com/albums/e381/46crash/crahshig.png[/sIGPIC] Bulgarian DCS Community
Kuky Posted June 13, 2009 Posted June 13, 2009 ^^^ I think Yoda will make game sounds not to play and instead have events from LUA export trigger sounds from another application. PC specs: Windows 11 Home | Asus TUF Gaming B850-Plus WiFi | AMD Ryzen 7 9800X3D + LC 360 AIO | MSI RTX 5090 LC 360 AIO | 55" Samsung Odyssey Gen 2 | 64GB PC5-48000 DDR5 | 1TB M2 SSD for OS | 2TB M2 SSD for DCS | NZXT C1000 Gold ATX 3.1 1000W | TM Cougar Throttle, Floor Mounted MongoosT-50 Grip on TM Cougar board, MFG Crosswind, Track IR
Punx Posted June 13, 2009 Posted June 13, 2009 Another great idea for my Eagle :D Thank you very much for doing this Yoda!
RvEYoda Posted June 13, 2009 Author Posted June 13, 2009 ^^^ I think Yoda will make game sounds not to play and instead have events from LUA export trigger sounds from another application. Precisely So guys. if you want a sound in here, I need the files and you need to specify what conditions it plays under ;) S = SPARSE(m,n) abbreviates SPARSE([],[],[],m,n,0). This generates the ultimate sparse matrix, an m-by-n all zero matrix. - Matlab help on 'sparse'
Frostie Posted June 13, 2009 Posted June 13, 2009 Missile warning of SARH sounds different than ARH warning. (yes real thing works like this ;)) I would have thought only at the active stage where you get this on the TEWS visually also. "[51☭] FROSTIE" #55 'Red 5'. Lord Flashheart 51st PVO "Bisons" - 100 KIAP Regiment Fastest MiG pilot in the world - TCR'10 https://100kiap.org
RvEYoda Posted June 13, 2009 Author Posted June 13, 2009 (edited) I would have thought only at the active stage where you get this on the TEWS visually also. Yes that is what im trying to say. Anything you see as separate visual indicication on the TEWS screen also has a special sound. (In fact the launch of an active missile, be it in STT or TWS mode is likely not to trigger any warning, before it is active ;)). Edited June 13, 2009 by =RvE=Yoda S = SPARSE(m,n) abbreviates SPARSE([],[],[],m,n,0). This generates the ultimate sparse matrix, an m-by-n all zero matrix. - Matlab help on 'sparse'
_Jumper_ Posted June 15, 2009 Posted June 15, 2009 It is a Good Idea ..maby you can Edit the Start up Sound in a jet ! The Lock On Start up is not a Good sound . I have make a test with Original Start Up Sound in the F - 15 c .. i go in the Radio Tower menue push Rdy for Taxi , and in the same time i push the Eng start on the Stick !. A idea for a diferent Start up .Works fine ! but in a longer time ! i think peoples use not this Future ! (= Nice Job Dude ! @ _Jumper_
Shaman Posted June 15, 2009 Posted June 15, 2009 *YES* : This method could also be used to implement new sounds on new criteria, like you die, it says "you died loser" from your speakers Yes, yes, yes! But all I need to hear is the infamous UT announcer screaming: * Killing Spree!!: 5 kills. * Dominating!!!: 10 kills. * Rampage!!!!: 15 kills. * Unstoppable!!!!!: 20 kills. * Godlike!!!!!!!!!: 25 kills. * Massacre: 30 kills or more. and for kills within 3-4 seconds of the previous kill. * Double Kill: 2 kills. * Multi Kill: 3 kills. * Mega Kill: 4 kills. * Ultra Kill: 5 kills. * Monster Kill!!!!!!: 6 kills or more. :D 51PVO Founding member (DEC2007-) 100KIAP Founding member (DEC2018-) :: Shaman aka [100☭] Shamansky tail# 44 or 444 [sIGPIC][/sIGPIC] 100KIAP Regiment Early Warning & Control officer
RedTiger Posted June 15, 2009 Posted June 15, 2009 Hey Yoda! This is a great idea! This would add some functionality to the F-15 and some extra immersion. My 2 cents: use whatever you can find for the sounds if you can't get the actual F-15 ones. I think the sounds from Falcon would be perfect. I'm betting that the RWR part of the TEWS can be reprogrammed to have different sounds, so having the same sounds as the F-16 doesn't seam too bad. I'd rather have the mod with F-16 sounds than no mod at all. :)
wildcat EAF51 Posted June 15, 2009 Posted June 15, 2009 very cool! [sIGPIC][/sIGPIC] I'm Fighter pilot not a murderer!
Shaman Posted June 15, 2009 Posted June 15, 2009 Of course I was kidding in my previous post. I always was wondering if external applet could improve Lock On sound, and always felt the lack of TEWS audible warning that I can hear in F4:AF. So this is fantastic idea someone has time and knowledge to actually do this. Looking forward to it :) 51PVO Founding member (DEC2007-) 100KIAP Founding member (DEC2018-) :: Shaman aka [100☭] Shamansky tail# 44 or 444 [sIGPIC][/sIGPIC] 100KIAP Regiment Early Warning & Control officer
GGTharos Posted June 15, 2009 Posted June 15, 2009 Now the question is does the beryoza also use distinct sounds, or does it just beep at you? [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
A.S Posted June 16, 2009 Posted June 16, 2009 yoda yoda...you going wild :music_whistling:...........:megalol: [sIGPIC][/sIGPIC]
Frazer Posted June 16, 2009 Posted June 16, 2009 I'm writing a small java application for anyone that wants to use it. It will connect to lockon through sockets to a lua export script. (which provides RWR details) This program will play back sound files based on ingame situation. *YES* : This method could also be used to implement new sounds on new criteria, like you die, it says "you died loser" from your speakers :). Or you could make this voice saying "Friendly, Friendly", if you locked a friendly? ;P Great idea there Yoda! Question, would it be possible to implent new engine sounds aswell? With their own typical behaviour? That would open a world of possiblilties! Forum | Videos | DCS:BS Demo1 / Demo2 | YouTube Channel [sIGPIC][/sIGPIC]
RvEYoda Posted June 16, 2009 Author Posted June 16, 2009 (edited) 3d sounds will be ...difficult. I dont know much about sound, but I have figured out how to do some basic audio processing, like adding reverb, modifying gain, storing sound as byte[] arrays, so in principle we could do some processing on it... But...Hehe, for this first TEWS thing its just wave file playback. Very simple ;) I am very disappointed with how much memory the JVM eats and how much memory my mini gui uses =/, but at least CPU usage is low, and the app is multithreaded to allow dynamic amount of simultaneous audio playback threads.. So far I am using falcon4 sounds and my setup looks something like this: The controls are real time, except for Host and Port - Those fields must be set before you hit Start (but the Start button turns into a Stop button when it is running, so you can always restart and try new connection settings. ) For data export I am using : http://yoda.reservoirselite.com/rwr/TEWS.lua (I actually just asked LRM to run this file during LuaExportStart) Oh if you wonder, the Dclt parameter is a declutter setting, just a maximum number of allowed simultaneous nails (you only get simultaneous nails if you are not hardspiked by any target). The playback threads are sorted by priority from the lockon lua rwr export. Don't complain on the GUI! This is the first line of gui I ever made outside matlab ^^ Edited June 16, 2009 by =RvE=Yoda 1 S = SPARSE(m,n) abbreviates SPARSE([],[],[],m,n,0). This generates the ultimate sparse matrix, an m-by-n all zero matrix. - Matlab help on 'sparse'
Feuerfalke Posted June 16, 2009 Posted June 16, 2009 I'd like to quote myself again: ED: Hire this man! MSI X670E Gaming Plus | AMD Ryzen 7 7800X3D | 64 GB DDR4 | AMD RX 6900 XT | LG 55" @ 4K | Cougar 1000 W | CreativeX G6 | TIR5 | CH HOTAS (with BU0836X-12 Bit) + Crosswind Pedals | Win11 64 HP | StreamDeck XL | 3x TM MFD
RedTiger Posted June 16, 2009 Posted June 16, 2009 Hey, I have a question. Is this going to affect the A-10 too, or only the F-15? As you know, the A-10's RWR is almost identical to the F-15 in LOMAC, if not completely identical.
RvEYoda Posted June 16, 2009 Author Posted June 16, 2009 Right now this mod does not care about what AC you fly, but for realism you should only enable it for F-15 and A-10. I may add controls for this to the export script later. S = SPARSE(m,n) abbreviates SPARSE([],[],[],m,n,0). This generates the ultimate sparse matrix, an m-by-n all zero matrix. - Matlab help on 'sparse'
RedTiger Posted June 16, 2009 Posted June 16, 2009 Sorry, another question (can you tell I'm interested?); will this be a stand-alone mod or part of LRM?
RvEYoda Posted June 16, 2009 Author Posted June 16, 2009 the system is standalone, however LRM may include the export script at some point. S = SPARSE(m,n) abbreviates SPARSE([],[],[],m,n,0). This generates the ultimate sparse matrix, an m-by-n all zero matrix. - Matlab help on 'sparse'
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