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Posted

What was the bird strike video showing off about the sound engine? Only thing I can take from it is that the pilot thought it was a good idea to make a hard left just before touching down instead of lining up a couple clicks out. Especially with only a single engine. I usually like patches and engine revisions, but this time, I am disappointed with the new sound engine. I can not hear bullet hits at all. I may need to do yet another reinstall to see if something has been corrupted by myself.

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Aaron

i7 2600k@4.4ghz, GTX1060-6gb, 16gb DDR3, T16000m, Track IR5

 

BS2-A10C-UH1-FC3-M2000-F18C-A4E-F14B-BF109

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Posted

From my experience the new sound engine added a lot to the immersion of DCS. Sounds are´nt simply played back anymore. They´re now a bit more simulated and tats wat we want from DCS a good simulation. If someting is not audible it is maybe not audible inside cockpit under a helmet with headphones on your ears.

 

If you don´t like it anyway you could try a Soundmod like my or the one from dragon or diveplane and setting the lowpassfilter to something like 4000 or 5000. YOu wouldn´t complain about it if it was implented from the beginning...

 

Greets

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Posted
From my experience the new sound engine added a lot to the immersion of DCS. Sounds are´nt simply played back anymore. They´re now a bit more simulated and tats wat we want from DCS a good simulation. If someting is not audible it is maybe not audible inside cockpit under a helmet with headphones on your ears.

 

If you don´t like it anyway you could try a Soundmod like my or the one from dragon or diveplane and setting the lowpassfilter to something like 4000 or 5000. YOu wouldn´t complain about it if it was implented from the beginning...

 

Greets

 

Ahem, not hearing yourself get hit by 30mm rounds or a stinger up your ass is hardly realistic. Just because something is in a simulator, doesn't mean thats how it is in real life.

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Posted

IIRC IvanK mantioned not noticing getting hit by a 20mm practice round until he landed ...

 

Of course, it was a single, non-explosive ricochet.

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Posted

I could see that, but what Im talking about is when your flying around and all of a sudden your spinning in circles because the back half of your chopper is blown to bits and there was no sound indication of ever having been hit or when you see shots in front of you hit your chopper and your shkval dies and no sound. Until I modified sound files, that happened more than once. I can appreciate the dev's attempt to realistically model frequency cutoff when your wearing a helmet, but Im not sure how the sound issue got missed. I think that more realistically, the higher frequency sounds would be attenuated, not muted.

 

Edit: Im not trying to point any fingers so lets not go there.

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Posted

I'm not certain you could hear this stuff; more like feel it if anything.

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Reminder: SAM = Speed Bump :D

I used to play flight sims like you, but then I took a slammer to the knee - Yoda

Posted

I personally don't believe that any airframe disintegration or even cannon hits would be inaudible from within the cockpit. We would have to ask a real pilot. If a real pilot can hear any in-cockpit noises (clicking knobs, clapping hands, himself punching the windshield etc.) than any airframe major hits should be audible too. ED would have a great reference if they could find the Su-25 pilot that got his cockpit pierced by a small caliber bullet.

Posted

There were a number of RL pilots that came back with bad fuselage damage from AAA/MANPADS, both Su-25 and A-10C ... it might be a good idea to somehow get in touch with them, or perhaps they have already written about their experiences.

[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

Posted
What was the bird strike video showing off about the sound engine? Only thing I can take from it is that the pilot thought it was a good idea to make a hard left just before touching down instead of lining up a couple clicks out. Especially with only a single engine. I usually like patches and engine revisions, but this time, I am disappointed with the new sound engine. I can not hear bullet hits at all. I may need to do yet another reinstall to see if something has been corrupted by myself.

 

as posted in another thread recently here you go:

 

This worked for me, from this forum post: http://forums.eagle.ru/showpost.php?...2&postcount=22

 

****Copy from that post****

"sound.cockpit_world_volume = 2.6

sound.cockpit_world_lowpass = 5000

 

to the top of my 'autoexec.cfg' in the Config folder, and have (for me at least) a good mix - maybe not realistic, but if it saves me forgetting to stop auto-dispensing flares, I can live with it! "

***End copy***

 

I hear bullet impacts, launches etc now without modifying anything else. (works for both BS & FC2)

 

-Mack

Posted (edited)
There were a number of RL pilots that came back with bad fuselage damage from AAA/MANPADS, both Su-25 and A-10C ... it might be a good idea to somehow get in touch with them, or perhaps they have already written about their experiences.

 

http://en.wikipedia.org/wiki/Kim_Campbell_(pilot)

 

It was pretty obvious - it was loud...

 

I can't imagine a hit from a projectile travelling extremely fast wouldn't release a lot of sound in the kinetic energy released on impact to a hard metal object, unless it hit somewhere behind the cockpit and you were travelling ~> supersonic.

 

Just having a stone hit my car when driving can be enough to need a change of underwear (one that took out a side window from a grass strimmer that flung it my way had me wondering if I had in fact been shot at).

Edited by topdog

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Posted

The autoexec change realy makes it noticeable. Which number would I change to raise or lower the volume?

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Aaron

i7 2600k@4.4ghz, GTX1060-6gb, 16gb DDR3, T16000m, Track IR5

 

BS2-A10C-UH1-FC3-M2000-F18C-A4E-F14B-BF109

  • 3 years later...
Posted

Can anyone elaborate on recent (1.2.6+) sound engine changes? The external sound is clearly more rich, less generic

 

Sorry for reviving the old thread but it's probably the most complete resource on the new sound engine since it has been re-written.

Posted
Doppler phase shift has always been there, since Flanker 2 IIRC.

 

Nate

Really? I won't comment on phase shift (I'm not sure how the effect would manifest; any ideas?) but with the doppler effect I'd say it sounded much better in Flanker 2 :) I'm serious here. Maybe it was just a clever use of modulated sound samples for fly-by's but still. With the recent updates, IMO, it starts to approach the F2 sound. There's really a need for some serious touches there, to repeat the success with the in-cockpit sounds. I mean, the improvement is massive over what we had, I think, even 6 months ago!

 

Thanks, Nate!

Posted
Really? I won't comment on phase shift (I'm not sure how the effect would manifest; any ideas?) but with the doppler effect I'd say it sounded much better in Flanker 2 :) I'm serious here. Maybe it was just a clever use of modulated sound samples for fly-by's but still. With the recent updates, IMO, it starts to approach the F2 sound. There's really a need for some serious touches there, to repeat the success with the in-cockpit sounds. I mean, the improvement is massive over what we had, I think, even 6 months ago!

 

Thanks, Nate!

 

Apologies, bad terminology on my part, Doppler PITCH shift I should have said. Not sure inwhat situation Phase shift would occur.

 

There are other issues with the current sound engine that the previous one didn't have. The Current engine seems to use a very aggressive compression filter. The impact of which leaves the Sonic boom sounding like a wet fart compared to Lomac's Room shaking version, both use the same sample. There is no dynamic range left in the sounds as the current engine strains to play everything at 11 and then limits them at 10 (Not literally BTW).

 

Nate

  • Like 1
Posted
Apologies, bad terminology on my part, Doppler PITCH shift I should have said. Not sure inwhat situation Phase shift would occur.

 

There are other issues with the current sound engine that the previous one didn't have. The Current engine seems to use a very aggressive compression filter. The impact of which leaves the Sonic boom sounding like a wet fart compared to Lomac's Room shaking version, both use the same sample. There is no dynamic range left in the sounds as the current engine strains to play everything at 11 and then limits them at 10 (Not literally BTW).

 

Nate

Bad terminology on my part as well! I probably confused the two, I won't deny it.

 

I never knew what's with this awe over the sonic booms in the updated sound engine. It's clearly... not even a boom. OK, I hope the underlying issues are being ironed out progressively, as opposed to being masked by gimmicks with samples.

Posted (edited)
I'm not sure how the effect would manifest; any ideas?

 

That depends what you actually mean. A discontinuous phase shift (jump) would result in a broad spectrum crack, a continuous phase shift is essentially a change in frequency. There really is no answer as the question is not specific enough.

 

It's clearly... not even a boom.

 

It's an attempt at physical modelling the effect. As with all things, it's probably WIP.

Edited by sobek

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Posted
Currently installing FC1 to build a case for change........

 

EDIT:- Anybody know how to get starforce working in x64?

 

Nate

 

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  • 6 months later...
Posted

I have finally found a video recording of the effect I wanted to ask about! What is this effect at 3:10 - 3:20?

I heard it for the first time while watching some waterfall scene in some 80's movie. AFAIK this effect does not occur in real life.

 

An additional question:

Is the doppler effect correctly modeled? The sound pitch gets awfully high pitched just before the sound source passes the camera.

 

And a bonus:

What's the difference between surround sound gimmicks and proper 3D positional audio:

http://forums.eagle.ru/showthread.php?t=122517

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