No1sonuk Posted October 2, 2022 Posted October 2, 2022 (edited) How do I alter the beginners guide example from a single turbine engine to twin radials using, for example, the Wright Cyclone sounds? Edit: Found the engine type and name parameters for the lua by referring to the YAK and Mosquito luas. Edited October 4, 2022 by No1sonuk
TEMPEST.114 Posted November 13, 2022 Posted November 13, 2022 On 4/20/2020 at 3:27 PM, c0ff said: It is possible that Heatblur guys have the length fixed in their code. Or it is defined by the length of the simulated process. That's a question to them. Speech.sdef does not reference any wave files. Sdef is a 'source definition', it just sets up the default playback params for the virtual audio source. Most of these params may be overridden by the code. In the case of Speech, the playlist is constructed in the code (in the lua scripts, actually). These speech-related scripts do not support usermods ATM, and never supported them directly. This is a registered feature request, if you are interested. How can we raise the profile of this? I'd like to add new pilot voices (female) and callsigns.
Bob1 Posted June 17, 2023 Posted June 17, 2023 I see someone mentioned eagle dynamics provided us with a text file containing folder structures for use with soundmods. Could someone please help me and point me to the whereabouts of this text file with sound folder structures? Thanks for help.
No1sonuk Posted June 17, 2023 Posted June 17, 2023 29 minutes ago, Bob1 said: I see someone mentioned eagle dynamics provided us with a text file containing folder structures for use with soundmods. Could someone please help me and point me to the whereabouts of this text file with sound folder structures? Thanks for help. On my system it's here: D:\Eagle Dynamics\DCS World OpenBeta\Doc\Sounds 1
Bob1 Posted June 17, 2023 Posted June 17, 2023 14 minutes ago, No1sonuk said: On my system it's here: D:\Eagle Dynamics\DCS World OpenBeta\Doc\Sounds Thank you, there it is. 1
Lenux Posted June 24, 2023 Posted June 24, 2023 Is not possible anymore, to change the gun sound for the F16C ?? I9 12900k@ 5 GHz | 32 GB DDR4 | Asus ROG Strix Z690-A Gaming Wifi d4| RTX 3090 | 6 TB SSD + 8 TB HDD | 4K Samsung Q90R 55" | VKB MK III PRO L | Virpil Throttle MONGOOST-50 | MFG Crosswind | TrackIR5
Snowbird Posted November 1, 2023 Posted November 1, 2023 Guys, I am struggling here. I am trying to add a air rushing sound to my mod to come on when the airbrakes are deployed. I am looking for the same type of sound like is heard on the landing gear when deployed. I am just not sure what lua files to modify to achieve this.
virulosity Posted December 30, 2023 Posted December 30, 2023 Anyone know how to increase the volume of the Tu-95? I tried \Saved Games\DCS\Sounds\Effects\Aircrafts\Engines\Tu95BackEngine with no effect. Sounds like they are using the same resource as the E-2D now...
Hawkeye60 Posted May 18, 2024 Posted May 18, 2024 How to add sounds to a static mod? Or any new ambient sounds? Dogs barking alerting of intruders? a rotating radar? It may be mounted on a static truck Or any static object in sim? Vehicles which move can be done. Aircraft as well I have not found a way other than the KAOSS radio mod, and it only transmit to aircraft radios. "Yeah, and though I work in the valley of Death, I will fear no Evil. For where there is one, there is always three. I preparest my aircraft to receive the Iron that will be delivered in the presence of my enemies. Thy ALCM and JDAM they comfort me. Power was given unto the aircrew to make peace upon the world by way of the sword. And when the call went out, Behold the "Sword of Stealth". And his name was Death. And Hell followed him. For the day of wrath has come and no mercy shall be given."
TBarina Posted July 21, 2024 Posted July 21, 2024 On 4/20/2020 at 12:15 PM, Veteran66 said: anyone get the Common Sound files to play in game? i install my WW2 Funk Sound Mod follow: C:\Users\NAME\Saved Games\DCS.openbeta\Mods\resource\Sounds\Speech\Sound\GER\Common\Player all ogg sond files, no work in Game (Country Germany) here my old Sound Mod: https://www.digitalcombatsimulator.com/en/files/2161798/?sphrase_id=638046 HI Veteran, I've tried to install in the proper way in these days but I cannot make it work. I always get ENG responses and messages. Really there is now way to have German speech when flying Dora? It make no sense to fly those birds chattering in english language. I'm I doing something wrong or what? Many thnaks in advance for you hints if you have any.... Ryzen 7 5800X3D, MSI RTX 4090, 64GB DRAM, 2 x 1TB SSD, Triple Monitor 1920x1080p, Win11-Home
TBarina Posted July 22, 2024 Posted July 22, 2024 14 hours ago, TBarina said: HI Veteran, I've tried to install in the proper way in these days but I cannot make it work. I always get ENG responses and messages. Really there is now way to have German speech when flying Dora? It make no sense to fly those birds chattering in english language. I'm I doing something wrong or what? Many thnaks in advance for you hints if you have any.... This morning it occurred to me to check the parameters of Vaicom PRO. It is necessary to disable the Force Speech flag in the configuration panel! Now, fortunately it works. I leave this comment in case of others need help on this topic. 1 Ryzen 7 5800X3D, MSI RTX 4090, 64GB DRAM, 2 x 1TB SSD, Triple Monitor 1920x1080p, Win11-Home
Veteran66 Posted July 22, 2024 Posted July 22, 2024 sorry I didn't have time to check it German WW2 Radio calls Mod: https://www.digitalcombatsimulator.com/en/files/2161798/
Laci836 Posted July 30, 2024 Posted July 30, 2024 notepad++ totalcommander and lots of google made a sdef folder structure from sdef_and_wave_list.txt sdef folder structure DCS 2.9.6.58056.zip 2
SkateZilla Posted August 19, 2024 Posted August 19, 2024 (edited) ok so I'm working w/ a few mod teams, and we are now snagged at sounds, Right now the modules use the default engine sounds, instead of for example the Hornet sounds, I've looked through some LUAs and seen the sound_name = "Aircraft/Engines/xxxxxx" declarations in a few aircraft, as well as SounderName = "/Aircraft/Planes/xxxx" However there isn't one for the hornet, and the AI hornets use the Correct Engine sounds, so there must be a sounder or declaration for the engine sounds elsewhere. Edited August 19, 2024 by SkateZilla Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
Copprhead Posted August 20, 2024 Posted August 20, 2024 19 hours ago, SkateZilla said: ok so I'm working w/ a few mod teams, and we are now snagged at sounds, Right now the modules use the default engine sounds, instead of for example the Hornet sounds, I've looked through some LUAs and seen the sound_name = "Aircraft/Engines/xxxxxx" declarations in a few aircraft, as well as SounderName = "/Aircraft/Planes/xxxx" However there isn't one for the hornet, and the AI hornets use the Correct Engine sounds, so there must be a sounder or declaration for the engine sounds elsewhere. Recently I've spend quite a few evenings on modding sound for stand-alone mods and it's a total nightmare. Totally inconsistent. There's some strange hard-coded voodoo happening in the background.
SkateZilla Posted August 20, 2024 Posted August 20, 2024 (edited) 1 hour ago, Copprhead said: Recently I've spend quite a few evenings on modding sound for stand-alone mods and it's a total nightmare. Totally inconsistent. There's some strange hard-coded voodoo happening in the background. I've discovered last night, sounders are linked via "UserName = " in the Data Lua. ie, F/A-18C Sounders require "Username = "FA-18C_Hornet". Edited August 20, 2024 by SkateZilla Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
Laci836 Posted August 22, 2024 Posted August 22, 2024 The sound editor works in version 2.8 \Saved Games\DCS\Config\autoexec.cfg sound.editor = true sdef folder strukture for 2.8.7.42718: sdef DCS 2.8.7.42718 mute.zip
disiqueira Posted August 22, 2024 Posted August 22, 2024 Friends, could anyone help me? I want to put two types of sounds in the cabin of the A29-B aircraft when I activate the smoke when turning it on and off, but I don't know how I can create them in the lua file, could anyone help? I already have the audios ready in wav.
Laci836 Posted August 23, 2024 Posted August 23, 2024 (edited) (update: all macro done, sdef with all wave link) DCS 2.8.7.42718 sdef__.zip DCS 2.8.7.42718 wave files.zip (empty wav files) Sound mod example: reducing the engine volume on the Ka-50 copy from zip Sounds/sdef/Aircrafts/Ka-50/Cockpit/Engine_L_In.sdef Sounds/sdef/Aircrafts/Ka-50/Cockpit/Engine_R_In.sdef to C:/Users/<your windows username>/Saved Games/DCS[.variant_suffix]/Sounds/sdef/Aircrafts/Ka-50/Cockpit/Engine_L_In.sdef C:/Users/<your windows username>/Saved Games/DCS[.variant_suffix]/Sounds/sdef/Aircrafts/Ka-50/Cockpit/Engine_R_In.sdef run DCS, run Ka-50 mission, pause alt-tab edit Engine_L_In.sdef, Engine_R_In.sdef gain = 0.5 save sdef alt-tab to DCS unpause click to "Reload SDEFs" in Sound windows and the volume is halved on the fly for example, if you want to make a change to a sound that file has not yet been identified, you can try muting the sdefs (gain = 0 ) one by one in the Sound folder Edited August 29, 2024 by Laci836 update sdef zip
disiqueira Posted August 24, 2024 Posted August 24, 2024 7 hours ago, Laci836 said: DCS 2.8.7.42718 sdef with wavelink_radius_gain1.zip 1.86 MB · 0 downloads (in the sdef containing the paths to several wav files, only the first wav is included) DCS 2.8.7.42718 wave files.zip 1.44 MB · 0 downloads (empty wav files) Sound mod example: reducing the engine volume on the Ka-50 copy from zip Sounds/sdef/Aircrafts/Ka-50/Cockpit/Engine_L_In.sdef Sounds/sdef/Aircrafts/Ka-50/Cockpit/Engine_R_In.sdef to C:/Users/<your windows username>/Saved Games/DCS[.variant_suffix]/Sounds/sdef/Aircrafts/Ka-50/Cockpit/Engine_L_In.sdef C:/Users/<your windows username>/Saved Games/DCS[.variant_suffix]/Sounds/sdef/Aircrafts/Ka-50/Cockpit/Engine_R_In.sdef run DCS, run Ka-50 mission, pause alt-tab edit Engine_L_In.sdef, Engine_R_In.sdef gain = 0.5 save sdef alt-tab to DCS unpause click to "Reload SDEFs" in Sound windows and the volume is halved on the fly for example, if you want to make a change to a sound that file has not yet been identified, you can try muting the sdefs (gain = 0 ) one by one in the Sound folder I understand, could you help me identify how to put the sound when activating the smoke? I'm part of an aerial demonstration group and we need this detail, I have the wav files but I don't know how to identify the position to activate the sound in Smoke using a key for example, I work with audio files, but I'm still learning to change the LUA file, it would be for Luiz Renaut's A-29B.
Laci836 Posted August 24, 2024 Posted August 24, 2024 The smoke on/off has no sound, so there is no wav file to replace it with another wav sound. Unfortunately, I don't know how to assign a sound to something that doesn't have a sound originally.
disiqueira Posted August 25, 2024 Posted August 25, 2024 This is exactly my doubt, is there a way to assign sound to something that doesn't have it? But thank you my friend for help.
Laci836 Posted October 5, 2024 Posted October 5, 2024 from sdef_and_wave_list.txt DCS 2.9.8.1214 sdef.zip DCS 2.9.8.1214 wave.zip
Mav Posted October 15, 2024 Posted October 15, 2024 Having a hell of a time editing the M240H sounds. Messed with the SDEF's all night and no change. Still the default "New M60" sounds.
TeTeT Posted December 6, 2024 Posted December 6, 2024 Hi, in Vietnam War Vessels we have a rather curious problem: On some Destroyers the 20mm Oerlikon gun sounds (automatic_gun_25mm) stop working on a different subvariant of a destroyer. For example USS Maddox has 3 20mm Oerlikon aa guns and they have gun fire sound. USS Laffey only has 2 20mm Oerlikon aa guns and they don't have gun fire sound. The sounders definition are almost identical, minus one missing automatic_gun_25mm entry and some other guns. USS Laffey Sounders definition: dofile("Tools.lua") dofile("GroundUnits/WeaponSystem/Tools/weapons.lua") dofile("GroundUnits/WeaponSystem/Tools/CannonSounds.lua") dofile("GroundUnits/WeaponSystem/Tools/AutoGunSounds.lua") dofile("GroundUnits/WeaponSystem/Tools/MissileSounds.lua") dofile("GroundUnits/WeaponSystem/Tools/_cap_common_sounder.lua") USS_Laffey_weapons = weapons:new() USS_Laffey_weapons:addTurret(1) USS_Laffey_weapons:addLauncher(1, 1, ship_FMC5) USS_Laffey_weapons:addLauncher(1, 2, ship_FMC5) USS_Laffey_weapons:addTurret(2) USS_Laffey_weapons:addLauncher(2, 1, ship_FMC5) USS_Laffey_weapons:addLauncher(2, 2, ship_FMC5) USS_Laffey_weapons:addTurret(3) USS_Laffey_weapons:addLauncher(3, 1, ship_FMC5) USS_Laffey_weapons:addLauncher(3, 2, ship_FMC5) USS_Laffey_weapons:addTurret(4) USS_Laffey_weapons:addLauncher(4, 1, automatic_gun_25mm) USS_Laffey_weapons:addTurret(5) USS_Laffey_weapons:addLauncher(5, 1, automatic_gun_25mm) The Maddox has one 20mm Oerlikon more and a bunch of 76.2mm as well: dofile("Tools.lua") dofile("GroundUnits/WeaponSystem/Tools/weapons.lua") dofile("GroundUnits/WeaponSystem/Tools/CannonSounds.lua") dofile("GroundUnits/WeaponSystem/Tools/AutoGunSounds.lua") dofile("GroundUnits/WeaponSystem/Tools/MissileSounds.lua") dofile("GroundUnits/WeaponSystem/Tools/_cap_common_sounder.lua") USS_Maddox_weapons = weapons:new() USS_Maddox_weapons:addTurret(1) USS_Maddox_weapons:addLauncher(1, 1, ship_FMC5) USS_Maddox_weapons:addLauncher(1, 2, ship_FMC5) USS_Maddox_weapons:addTurret(2) USS_Maddox_weapons:addLauncher(2, 1, ship_FMC5) USS_Maddox_weapons:addLauncher(2, 2, ship_FMC5) USS_Maddox_weapons:addTurret(3) USS_Maddox_weapons:addLauncher(3, 1, ship_FMC5) USS_Maddox_weapons:addLauncher(3, 2, ship_FMC5) USS_Maddox_weapons:addTurret(4) USS_Maddox_weapons:addLauncher(4, 1, automatic_gun_25mm) USS_Maddox_weapons:addTurret(5) USS_Maddox_weapons:addLauncher(5, 1, automatic_gun_25mm) USS_Maddox_weapons:addTurret(6) USS_Maddox_weapons:addLauncher(6, 1, automatic_gun_25mm) USS_Maddox_weapons:addTurret(7) USS_Maddox_weapons:addLauncher(7, 1, ship_FMC5) USS_Maddox_weapons:addTurret(8) USS_Maddox_weapons:addLauncher(8, 1, ship_FMC5) USS_Maddox_weapons:addTurret(9) USS_Maddox_weapons:addLauncher(9, 1, ship_FMC5) USS_Maddox_weapons:addLauncher(9, 2, ship_FMC5) USS_Maddox_weapons:addTurret(10) USS_Maddox_weapons:addLauncher(10, 1, ship_FMC5) USS_Maddox_weapons:addLauncher(10, 2, ship_FMC5) The main turrets have gun fire sounds on both ships. Just the 20mm Oerlikons on Laffey don't work. Any ideas? If you want to have the complete picture, Downloads for the two destroyers dev version are: https://tetet.de/dcs/mods/vwv_Maddox-2024-12-06.zip https://tetet.de/dcs/mods/vwv_Laffey-2024-12-06.zip
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