Kuky Posted March 26, 2010 Posted March 26, 2010 (edited) ermmm if ED decides to make built in game voice comms please don't forget to make an option for player to be able to disable it because, to be honest, sometimes I don't like to hear people I don't know talking on comms as sometimes it can be anoying... so in short... have an option to disable the in game voice comms Edited March 26, 2010 by Kuky 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
Nate--IRL-- Posted March 26, 2010 Posted March 26, 2010 ermmm if ED diecides to make built in game voice comms please don't forget to make an option for player to be able to deisable it because, to be honest, sometimes I don't like to hear people I don't know talking on comms as sometimes it can be anoying... so in short... have an option to disable the in game voice comms If it is implemented as part of the on-board systems, you could mute or change frequency In-cockpit. Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
Kuky Posted March 26, 2010 Posted March 26, 2010 ah don't quote me with typos in my post :D 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
sweinhart3 Posted March 26, 2010 Posted March 26, 2010 EDIT: I'll add the point I made in PM here as well, for completeness: I would be prepared to agree that quite a few onboards do suck, and unfortunately it is very hard to find out beforehand if the onboard you're getting with your mobo is anything you want to keep since they are allergic to giving a proper specification on them. So right now it really is a case of getting lucky with your purchase. For myself though, that basically means I'll buy a mobo, and if I am satisfied with the sound I'll keep it as-is, if I'm not I'll go shop for an addin. Im not completely familiar with how sound rendering takes place. I fully agree with you that some onboard sound chips provide very good quality sound. I use my onboard sound as my home theater with 5.1 speaker system and Im not in the least disapointed. As far as finding a good one, I look for boards that have optical/coaxial digital output. Much of the sound quality can be lost depending on the quality of the DAC or the particular sound chip. I think, and I could be wrong about this, digital audio can bypass much of this and get its output directly from a software render. I myself use only the digital outputs for this purpose. Im not sure about cpu performance cost if any of using digital. Intel i7 990X, 6GB DDR3, Nvidia GTX 470 x2 SLI, Win 7 x64 http://picasaweb.google.com/sweinhart
sobek Posted March 26, 2010 Posted March 26, 2010 Much of the sound quality can be lost depending on the quality of the DAC or the particular sound chip. Any DAC that uses sigma delta modulation, which is de-facto industry standard nowadays, works way too good for untrained ears to notice the errors, if they're not the crappiest that money can buy. I think, and I could be wrong about this, digital audio can bypass much of this and get its output directly from a software render. I myself use only the digital outputs for this purpose. Im not sure about cpu performance cost if any of using digital. What do you mean with this? Are you aware that a loudspeaker is inherently an analogue device and cannot be driven with a digital signal? All you are doing with digital audio outputs is shortening the physical distance that the signal has to travel in analogue form, thus reducing loss to some degree (and it allows you to transfer more information over less cables). The signal still has to be converted to analogue by your speaker system. Good, fast, cheap. Choose any two. Come let's eat grandpa! Use punctuation, save lives!
SilentEagle Posted March 26, 2010 Posted March 26, 2010 There has to be if speed of sound is modelled correctly. This is solely caused by the object creating the sound moving faster than the waves can propagate through the air, hence sound propagates in a cone and not in a sphere/warped sphere. While the sound is much better, they still did not model the speed of sound correctly. You hear the jet approaching at mach .98 from miles away, just like before. :(
sobek Posted March 26, 2010 Posted March 26, 2010 While the sound is much better, they still did not model the speed of sound correctly. You hear the jet approaching at mach .98 from miles away, just like before. :( Why wouldn't you? Good, fast, cheap. Choose any two. Come let's eat grandpa! Use punctuation, save lives!
SilentEagle Posted March 26, 2010 Posted March 26, 2010 Why wouldn't you? Because the plane is moving at almost the same speed as the sound.. so the sound doesn't reach you until right before the plane is there.
sobek Posted March 26, 2010 Posted March 26, 2010 Because the plane is moving at almost the same speed as the sound.. so the sound doesn't reach you until right before the plane is there. That solely depends on how close you are to the speed of sound. But actually i can't argue with you because i have not tested the new sound engine. Good, fast, cheap. Choose any two. Come let's eat grandpa! Use punctuation, save lives!
EvilBivol-1 Posted March 26, 2010 Posted March 26, 2010 The speed of sound in the current model is fixed and does not vary with altitude as it should. WIP. - EB [sIGPIC][/sIGPIC] Nothing is easy. Everything takes much longer. The Parable of Jane's A-10 Forum Rules
Blaze Posted March 26, 2010 Posted March 26, 2010 The speed of sound in the current model is fixed and does not vary with altitude as it should. WIP. :ermm: i7 7700K | 32GB RAM | GTX 1080Ti | Rift CV1 | TM Warthog | Win 10 "There will always be people with a false sense of entitlement. You can want it, you can ask for it, but you don't automatically deserve it. "
Bucic Posted March 26, 2010 Posted March 26, 2010 The speed of sound in the current model is fixed and does not vary with altitude as it should. WIP. Don't even think about modeling it more precisely ;) An average value from between 0 km to 15 km of altitude is fine. 1 F-5E simpit cockpit dimensions and flight controls Kill the Bloom - shader glow mod Poor audio Doppler effect in DCS [bug] Trees - huge performance hit especially up close
Toast Posted March 26, 2010 Posted March 26, 2010 Wow, I applaud all of you! Fight sims are already geeky, and study sims are more geeky than arcade sims sure. So any post in these forum has a high geek factor to start off. However, this thread has reached a new level of geekness. Keep it coming! More Physics and Tech Talk! Toast Aviate, Navigate, Communicate. and When All Else Fails, Aviate More :pilotfly:
sobek Posted March 26, 2010 Posted March 26, 2010 Wow, I applaud all of you! Fight sims are already geeky, and study sims are more geeky than arcade sims sure. So any post in these forum has a high geek factor to start off. However, this thread has reached a new level of geekness. Keep it coming! More Physics and Tech Talk! Don't encourage us, were already enough socially challenged as is ;) Good, fast, cheap. Choose any two. Come let's eat grandpa! Use punctuation, save lives!
ED Team c0ff Posted March 27, 2010 ED Team Posted March 27, 2010 While the sound is much better, they still did not model the speed of sound correctly. You hear the jet approaching at mach .98 from miles away, just like before. :( Simulation of propagation delay for moving objects is quite tricky, and we are not there yet. One step at a time. Dmitry S. Baikov @ Eagle Dynamics LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2.
ED Team c0ff Posted March 27, 2010 ED Team Posted March 27, 2010 (edited) Don't even think about modeling it more precisely ;) An average value from between 0 km to 15 km of altitude is fine. I'm ready to hear complaints that Mach cone appears at Mach speed around 1.1 - 1.15 (depending on altitude), instead of 1.0. But, one step at a time :) Edited March 27, 2010 by c0ff Dmitry S. Baikov @ Eagle Dynamics LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2.
SilentEagle Posted March 27, 2010 Posted March 27, 2010 Simulation of propagation delay for moving objects is quite tricky, and we are not there yet. One step at a time. Ah! Ok, glad to hear it wasn't supposed to be a feature. I was under the impression it was shipping with FC2.0 Thanks for the info c0ff! :) Looking forward to it and the speed of sound fix.
Bucic Posted March 27, 2010 Posted March 27, 2010 As you may know already the new sound engine is based on Xaudio2. Here's a very interesting and informative article from Gamasutra on the subject http://www.gamasutra.com/view/feature/3525/sponsored_feature_an_introduction_.php F-5E simpit cockpit dimensions and flight controls Kill the Bloom - shader glow mod Poor audio Doppler effect in DCS [bug] Trees - huge performance hit especially up close
Napa Posted March 27, 2010 Posted March 27, 2010 As you may know already the new sound engine is based on Xaudio2. Here's a very interesting and informative article from Gamasutra on the subject http://www.gamasutra.com/view/feature/3525/sponsored_feature_an_introduction_.php Very interesting read :book: Intel i7 12700k / Corsair H150i Elite Capellix / Asus TUF Z690 Wifi D4 / Corsair Dominator 32GB 3200Mhz / Corsair HW1000W / 1x Samsung SSD 970 Evo Plus 500Gb + 1 Corsair MP600 1TB / ASUS ROG Strix RTX 3080 OC V2 / Fractal Design Meshify 2 / HOTAS Warthog / TFRP Rudder / TrackIR 5 / Dell U2515h 25" Monitor 1440p
ED Team c0ff Posted March 27, 2010 ED Team Posted March 27, 2010 As you may know already the new sound engine is based on Xaudio2. Here's a very interesting and informative article from Gamasutra on the subject http://www.gamasutra.com/view/feature/3525/sponsored_feature_an_introduction_.php Interesting read but not relevant. XAudio2 is used only for output, and only because it's first time in history MS made proper audio API allowing low-latency audio I/O (there's ASIO but that's not for games). All rendering is done by custom code (written by yours truly). The engine is cross-platform and is not tied to any MS APIs. Dmitry S. Baikov @ Eagle Dynamics LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2.
sobek Posted March 27, 2010 Posted March 27, 2010 Btw. coff, if i might ask, what's you're background? Are you a software engineer or do you come from a different discipline? Good, fast, cheap. Choose any two. Come let's eat grandpa! Use punctuation, save lives!
ED Team c0ff Posted March 28, 2010 ED Team Posted March 28, 2010 (edited) Btw. coff, if i might ask, what's you're background? Are you a software engineer or do you come from a different discipline? Ok, shameless self-promotion: Bachelor of Applied math, engineer of automated control systems by education. Musician by heart. Background music for FC2 ;) Few years ago I was active Linux audio developer, proud author of alsa-midi driver for JACK (realtime audio server for professional audio), and author of JACK2 midi engine. Learned a lot there - open source is cool. I also play in Moscow Laptop Orchestra (contemporary improvisational music) - http://cyberorchestra.com/ Edited March 28, 2010 by c0ff URL fix 3 Dmitry S. Baikov @ Eagle Dynamics LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2.
Bucic Posted March 28, 2010 Posted March 28, 2010 Interesting read but not relevant. XAudio2 is used only for output, and only because it's first time in history MS made proper audio API allowing low-latency audio I/O (there's ASIO but that's not for games). All rendering is done by custom code (written by yours truly). The engine is cross-platform and is not tied to any MS APIs. Interesting... :) F-5E simpit cockpit dimensions and flight controls Kill the Bloom - shader glow mod Poor audio Doppler effect in DCS [bug] Trees - huge performance hit especially up close
104th_Crunch Posted March 28, 2010 Posted March 28, 2010 May I please ask if there is any surround sound modelled where sounds move from front to back and vise-versa? I have a problem in LO2 with no sound in my rear speakers. I also have this problem in Windows Media player and I believe it to be because of my Creative Audigy and Win 7. All other games work ok. I get around the problem by using Y-connectors and sending the front stereo to my rears, this leaves me with just stereo sound so I wonder if I am missing anything with just stereo sound? Thanks
Griffin Posted March 28, 2010 Posted March 28, 2010 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?
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