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Posted

diveplane, Just wanted to thank you for your hard work. Been flying around with your sound mod and I have to say it is awesome! This sound should have been with FC2 in the first place. I have the volume on default settings and it sounds perfect. I like the breathing and radio/static effects inside the cockpit. Haven't flown online yet since I'm still trying to learn this sim but I will soon. I'm looking forward to trying it out in a server with lots of jets flying around. It will probably sound even better!

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Posted
use the ingame audio sliders as well.

 

to adjust volumes

 

 

Hello Diveplanes;

 

I think there is one detail in my question that you have not seen. My purpose was to reduce only the volume of the SPO, which by default is very high, not the cause of the Mod, but it is already preset in this way.

 

If you use sliders from options, only will lower the volume of all the associated sounds inside the cockpit including Cockpitsystem.wav

 

The ideal solution has been discussed by Frazer here;

 

Originally Posted by Frazer viewpost.gif

Go to the sdef folder found in the sounds folder. All sound config settings were changed in to seperate sdef files. Open the very first file with notepad to see edit details.

 

Add "gain = 1" into the corresponding sdef file of the sound you want to change volume.

Changes go from gain = 0.1 (more silent) till something like gain = 10 (louder).

Thank you also for your interest in helping, and congratulations for that great sound Mod.

 

:thumbup:

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Posted
diveplane, Just wanted to thank you for your hard work. Been flying around with your sound mod and I have to say it is awesome! This sound should have been with FC2 in the first place. I have the volume on default settings and it sounds perfect. I like the breathing and radio/static effects inside the cockpit. Haven't flown online yet since I'm still trying to learn this sim but I will soon. I'm looking forward to trying it out in a server with lots of jets flying around. It will probably sound even better!

 

glad your enjoying.

Posted (edited)
here is the problem that im talking about

 

http://www.youtube.com/watch?v=9qP3ZynGN0g

 

When idle and not moving, the sound is crisp and very clear. When I push the throttle up and START moving, the crisp clear sound dissapears and starts fading away kind of. When I stop again, that nice clear crisp sound comes back.

 

Also, I can push the throttle up while holding the brakes, and I still get a great clear sound. Its only when I start moving that it fades away.

 

again its not a problem, its the way the game engine blends audios in and out.

my audios are of the highest quality and research on them prior to adding them into the mod.

videos are showing start of thread and explain many of the audios in action.

 

this gives people a good chance to enjoy hearing them , and like the audios prior to installing if they want the realistic experience on there headsets or speakers.

Edited by diveplane
Posted
Also, you hear the cockpit system sound when you put the canopy up or down. There is a seperate "cockpit" sound for the canopy, though with the implementation of the new soundengine this was mixed up. I hope ED will fix this soundbug eventually.....I and others pointed ED at this bug but they didn't fix it with the new patch...... :mad:

 

yep its a bug. i made a nice new canopy up down audio as well included in the mod.

Posted

I've tried both ogg and wave versions and even on my laptop wave goes pretty well so big tahnk you.

There is only one but. With advanced cockpit sound version pilots breathing is synchronized with engine rpm. Its very weird as my piot breaths quicker when rpm higher. I think it would be better to synchronize it with g-load - bigger g = faster breathing.

Or maybe its just on my machine?

Posted (edited)
I've tried both ogg and wave versions and even on my laptop wave goes pretty well so big tahnk you.

There is only one but. With advanced cockpit sound version pilots breathing is synchronized with engine rpm. Its very weird as my piot breaths quicker when rpm higher. I think it would be better to synchronize it with g-load - bigger g = faster breathing.

Or maybe its just on my machine?

 

your telling me things i know already, more g loads and speeds = faster breathing so it worked out nicely for the effect, i know its not super realistic but it does give some of the effect of g load in the cockpit nicely.

there is alternative audios there if you dont like the realistic detailed audio, no pilot breathing or radio static.

 

only one internal cockpit audio playback in lockon , only way i could do the effects, you dont want external audios with pilot breathing its unrealistic.

 

no g load audio. this would have to be implemented by ED .

 

next best thing is my audio for now.

Edited by diveplane
Posted
I've tried both ogg and wave versions and even on my laptop wave goes pretty well so big tahnk you.

There is only one but. With advanced cockpit sound version pilots breathing is synchronized with engine rpm. Its very weird as my piot breaths quicker when rpm higher. I think it would be better to synchronize it with g-load - bigger g = faster breathing.

Or maybe its just on my machine?

 

A way to make heavy breathing linked with g loads is possible when you mix heavy breathing with g warnings. To make breathing not linked with engine rpm and constant is not possible.

Forum | Videos | DCS:BS Demo1 / Demo2 | YouTube Channel

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Posted (edited)
A way to make heavy breathing linked with g loads is possible when you mix heavy breathing with g warnings. To make breathing not linked with engine rpm and constant is not possible.

 

also take into acoount timings with that approach i did think of that myself. animation of the flashing lights incockpit.

should work also though, also the warnings playback in external views as well , other reason i dropped this approach

am happy the way it turned out for me i like it. also the speeding up breathing gives of the higher g load effect to a degree of realisim

Edited by diveplane
Posted
also take into acoount timings with that approach i did think of that myself. animation of the flashing lights incockpit.

should work also though.

 

am happy the way it turned out for me i like it. also the speeding up breathing gives of the higher g load effect to a degree of realisim

 

Owell, sounds are often a preference by the individual. Real for one could be not so real for the other.

Forum | Videos | DCS:BS Demo1 / Demo2 | YouTube Channel

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Posted
yep , mine always come with the realistic flavor though. and i added choices for everyone as well.

 

Don't get me wrong i love your mod, but it's a human nature - if you get 1 million dollar, you want 2 million ;)

 

As for realism i have trust other people as i never had an opportunity to be in a combat jets cockpit ;)

 

Well done anyway

Posted
Don't get me wrong i love your mod, but it's a human nature - if you get 1 million dollar, you want 2 million ;)

 

As for realism i have trust other people as i never had an opportunity to be in a combat jets cockpit ;)

 

Well done anyway

 

enjoy it for what it is.

 

thx for the input.

  • Like 1
Posted (edited)
- Scan.sdef

 

- Lock.sdef

 

- Launch.sdef

 

- LaunchWarning.sdef and LaunchWarningUS.sdef (for USA Coalition)

 

 

:thumbup:

 

 

ah! separate files, (slaps forehead), of course. cheers for doing the detective work! :thumbup:

Edited by coolts

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Posted

Listened to all the sounds closer now and I especially liked the vehicle and system sounds. Sound modding turns almost in a religion for me at the moment. There are so many point of views. My ShilkaGunsound for example, created from a single shot from the video you posted, sounded exactly like yours at the end with the opportunity that it was longer and could be looped without the stop sound. The problem was that other units also used the MachineGun wave sample so wehen a Abrams was firing he sound like way too much firepower.

 

So we need a function for firing frequencies on vehicle guns to get this right I guess. It also has to be played back accordingly to the quantity of guns fired simulataneously.

 

I ended with mixing some of the original sounds(mostly turbines and plane sounds) with yor Soundmod and I´m finally satisfied with that mixture.

 

Really appreciate your work, those were just some thoughts about a possible next version.

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Posted (edited)
Listened to all the sounds closer now and I especially liked the vehicle and system sounds. Sound modding turns almost in a religion for me at the moment. There are so many point of views. My ShilkaGunsound for example, created from a single shot from the video you posted, sounded exactly like yours at the end with the opportunity that it was longer and could be looped without the stop sound. The problem was that other units also used the MachineGun wave sample so wehen a Abrams was firing he sound like way too much firepower.

 

So we need a function for firing frequencies on vehicle guns to get this right I guess. It also has to be played back accordingly to the quantity of guns fired simulataneously.

 

I ended with mixing some of the original sounds(mostly turbines and plane sounds) with yor Soundmod and I´m finally satisfied with that mixture.

 

Really appreciate your work, those were just some thoughts about a possible next version.

 

As you probably noticed, sound editing is really not that difficult and above all, a lot of fun :)

 

For starters, you can get Audacity here (free audio editing sofware).

Edited by Frazer

Forum | Videos | DCS:BS Demo1 / Demo2 | YouTube Channel

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Posted

OOhhh Yees :D

 

I never did FX editing for game yet. I made a airport for X-plane once eich was pretty nice but FX editing is really fun.

 

My greatest wish on that would be me with my laptop, focusrite interface and studiomic on a russian Army base with access to all areas and vehicles.

 

At the moment not the audioengine is the main problem but a REALLY good audio source. I don´t like the Soundtrack of YOutube videos recorded with cameras from distance too much. Too many reverbs reflections and other disturbing sounds in there.

 

But for many purposes It´s the best we can get and it sounds also pretty good at the end.

 

I´ve used Ableton Live with 27 audio tracks for more control to get that nice shilka firing sound. There was a nice wave going through my VU metres there. :D

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Posted (edited)

wow! I had to check to see if the F18's were actually taken off out side...

 

The cockpit sounds great I thought I wan't going to like the breathing but I do..

 

the su27 sounds great all though I don;t here any sounds from the front side.

 

Thanks You Diveplane great mod.. :thumbup:

Edited by Mastiff

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Posted

I adjusted sound volume and it is great. Thanks once again for your work :D

Reminder: Fighter pilots make movies. Bomber pilots make... HISTORY! :D | Also to be remembered: FRENCH TANKS HAVE ONE GEAR FORWARD AND FIVE BACKWARD :D

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Posted
wow! I had to check to see if the F18's were actually taken off out side...

 

The cockpit sounds great I thought I wan't going to like the breathing but I do..

 

the su27 sounds great all though I don;t here any sounds from the front side.

 

Thanks You Diveplane great mod.. :thumbup:

 

su27 does have frontal sound.

Posted
As you probably noticed, sound editing is really not that difficult and above all, a lot of fun :)

 

For starters, you can get Audacity here (free audio editing sofware).

 

 

 

might not be difficult , but many can make a abortion of it,

 

ie = crap quality samples and poor quality all round.

 

 

yes + side its fun, but again its what you like.

Posted (edited)
OOhhh Yees :D

 

I never did FX editing for game yet. I made a airport for X-plane once eich was pretty nice but FX editing is really fun.

 

My greatest wish on that would be me with my laptop, focusrite interface and studiomic on a russian Army base with access to all areas and vehicles.

 

At the moment not the audioengine is the main problem but a REALLY good audio source. I don´t like the Soundtrack of YOutube videos recorded with cameras from distance too much. Too many reverbs reflections and other disturbing sounds in there.

 

But for many purposes It´s the best we can get and it sounds also pretty good at the end.

 

I´ve used Ableton Live with 27 audio tracks for more control to get that nice shilka firing sound. There was a nice wave going through my VU metres there. :D

 

imo the animation firing for the shilka is to long, as you seen in the real video its short fire bursts and single fire,

 

barrels would overheat continue firing , like lockon.

 

nothing wrong with my audio source i added imo. but if you think youve tweaked it so be it, post it here for download.

Edited by diveplane
Posted
wow! I had to check to see if the F18's were actually taken off out side...

 

The cockpit sounds great I thought I wan't going to like the breathing but I do..

 

the su27 sounds great all though I don;t here any sounds from the front side.

 

Thanks You Diveplane great mod.. :thumbup:

 

again theres alternative incockpit audios , if you dont like the realistic settings.

Posted

diveplane, Everything working great so far. I can hear the Su-27 sound in the front. All is well here but I'll report back if I find something. Thanks again!

Posted
diveplane, Everything working great so far. I can hear the Su-27 sound in the front. All is well here but I'll report back if I find something. Thanks again!

 

maintaining the same idle engine loop during flight was a no go i tried this method , during flybys it sounded terrible , so i created alternative engine sounds that fit nicely in all rpm speeds and camera angle

situations on all the aircraft, and for the record they are the real aircraft samples for each model.

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