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Posted
I'm mostly very pleased with the new engine but please tell me the annoyingly silent cockpit isn't coming to DCS series. Could you at least make it adjustable?

 

 

You mean hard to hear the engines in the closed cockpit? Is that a features? I thought my settings were just wrong.. :huh:

ASUS Strix Z790-H, i9-13900, WartHog HOTAS and MFG Crosswind

G.Skill 64 GB Ram, 2TB SSD

EVGA Nvidia RTX 2080-TI (trying to hang on for a bit longer)

55" Sony OLED TV, Oculus VR

 

Posted (edited)

Yeah. Unfortunately it seems to be a feature. My guess is that it has a realistic attenutation ratio but it just doesn't work in a sim. Who keeps the volume at a realistic level anyway?

I'd really like to hear a developers word on this.

Edited by Griffin
Posted
Yeah. Unfortunately it seems to be a feature. My guess is that it has a realistic attenutation ratio but it just doesn't work in a sim. Who keeps the volume at a realistic level anyway?

I'd really like to hear a developers word on this.

 

AFAIK It can all be adjusted with the 'Headphone' slider in the Audio Options screen. You can make the cockpit as loud or as quiet as you want. Personally I find the default values to be perfect; you can still hear the roar of the engine, and the bass of nearby explosions is barely muted at all, but higher frequency sounds are completed attenuated. I really can't wait for the new engine to make its way over to BS.

Posted
If you are handy with a sound editor, like the free Audacity, you can go to the sounds folder and manually adjust the individual sound files overall volume.

 

Thats exactly what i did and also used Audacity.. ;)

Amp up these files in FC2\sounds\effects

-Cockpit.ogg

-CockpitAfterburner.ogg

-CockpitSystems.ogg

:thumbup:

Posted
AFAIK It can all be adjusted with the 'Headphone' slider in the Audio Options screen. You can make the cockpit as loud or as quiet as you want. Personally I find the default values to be perfect; you can still hear the roar of the engine, and the bass of nearby explosions is barely muted at all, but higher frequency sounds are completed attenuated. I really can't wait for the new engine to make its way over to BS.

The headphone slider only adjusts radio volume. It has no effect on in cockpit volume at all. Now I'm starting to think that my settings are messed up. :huh: I've tried every slider.

 

I'm not too handy with sound editors and customers shouldn't have to fix things like that anyway. I will wait for a mod but god forbid this from coming to BS...

Posted

I'm not too handy with sound editors and customers shouldn't have to fix things like that anyway. I will wait for a mod but god forbid this from coming to BS...

I haven't tried FC2.0 yet but from what I've seen, the attitude of guys working on the project like Yoda, GGTharos and others - it's safe to assume that the new sound levels are just more realistic and the democracy is over. :thumbup: Also remember that the new sound engine is still a baby. Or prodigy I should say :sly:

Posted
...it's safe to assume that the new sound levels are just more realistic and the democracy is over.

The volume ratio might be realistic but you would have to keep the volume at a realistic level to hear it realistically. This means that it just doesn't work in a sim. If I adjust the sound to a hearable level when in cockpit and change to F2 view after that, I think my windows would blow out and neighbours would blame the Air Force for a sonic boom (a wee exaggerated :)).

I have also sat in a fighter jet and choppers with engines running and the sound is still loud despite pressurized cockpit and headphones. The cockpit sound volume in BS is very good and can be made rather realistic even for a desktop simulation.

Posted
The volume ratio might be realistic but you would have to keep the volume at a realistic level to hear it realistically. This means that it just doesn't work in a sim. If I adjust the sound to a hearable level when in cockpit and change to F2 view after that, I think my windows would blow out and neighbours would blame the Air Force for a sonic boom (a wee exaggerated :)).

So... what's your complain? :)

Posted

Ah :D

I hope there is a way to adjust it or would be thankful if you guys would share your mods.

I just tested the F-15 and, not surprisingly, it was louder, especially in AB (been flying mud movers mostly). But the gear and flaps sounds are nonexistent. In mud movers even the engine sounds are very low.

  • ED Team
Posted
There are some geeky notepad++ editable configuration files for Black Shark's sound engine. Distances, sound levels (???) etc. Maybe it's the same case with FC2.

 

Look into "Sounds/sdef" folder. ".sdef" file (the one without name) have some help in it.

 

 

P.S. I'll answer other questions a bit later.

Dmitry S. Baikov @ Eagle Dynamics

LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2.

  • ED Team
Posted
May I please ask if there is any surround sound modelled where sounds move from front to back and vise-versa?

 

Not yet. Right now, only stereo output is supported.

Dmitry S. Baikov @ Eagle Dynamics

LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2.

Posted
2. When in the cockpit, outer sounds are very low in volume or not audible at all.

The problem: When you're in the cockpit, only low frequencies of outer sounds are heard. Depending on your audio output system, the percieved volume may be too low.

Workaround:

2.1 A bit of theory: When you're in the cockpit, outer world sounds are both attenuated (lowered in volume) and low-pass filtered (i.e. their high frequencies removed). There are two variables (in Config/autoexec.cfg) which affect the process (default values are shown)

Code:

sound.cockpit_world_volume = -9.1

sound.cockpit_world_lowpass = 1000

The "sound.cockpit_world_volume" variable sets attenuation values in dB (every -3 gives twice lower volume).

The "sound.cockpit_world_lowpass" sets up low-pass filter cutoff frequency in Hz. (24000 will give no filtering).

2.2 The practice: I'd suggest you to experiment bit, because the results depend on your output system, and start with adding the following line to the top of your Config/autoexec.cfg file:

Code:

sound.cockpit_world_volume = 0

Then, if you find the outer sounds to be too loud, decreasing the value to your liking.

 

Thank you EvilBivol and ED! Bring on the new sound engine to DCS series! :thumbup:

Posted

A small bit of what's good in the new sound engine

 

Using FC2.0:smilewink: After I had all of my settings the way I like, I noticed the bird strikes slider, so I set it to what I thought was a moderate 250.

This is my very first flight in 2.0, SU-25T Ramp start and NAV mission, I saved the trk.

I thought for sure, I would be a flaming heap at the end of the runway:huh:

BTW, the nose wheel turns when the rudder is trimmed, I guess that's how it is IRL as well, can anyone confirm?

  • 2 weeks later...
Posted (edited)

Wow, now I'm really overwhelmed! I read this thread and c0ff's explanations with great interest. Yesterday, my LOMAC copy arrived and I installed FC2 to experience the new sound engine.

 

Maybe, if you don't listen carefully, there's not much difference, but with the knowledge given by this thread I couldn't get enough of the new effects. Damping of higher frequencies with growing distance is one thing, but there are two effects, that I really enjoyed:

 

  1. Speed of sound: Flyby with supersonic speed. You hear nothing until the aircraft passes... then rumbling thunder dominates the scene.
  2. Finally, something that was always confusing me, was 'fixed' (though it's hard to speak of 'realism' and 'to fix' in this case): Frequency of sound scales with time scale. Hence, you'll get lower frequencies in slow-motion, higher in fast motion, respectively.

 

Well done, c0ff (and others involved) :thumbup:

Edited by bfeld
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