raymondabel Posted February 18, 2020 Share Posted February 18, 2020 Place your files to C:\Users\<LOGIN>\Saved Games\DCS\Sounds\Speech\Sound\ENG\Common\Wingman\1 saddly, it does not work anymore since last update (V2.5.6) Link to comment Share on other sites More sharing options...
ED Team c0ff Posted March 13, 2020 Author ED Team Share Posted March 13, 2020 (edited) Expect to see Doc/Sounds/sdef_and_wave_list.txt file in the coming OpenBetas (can't promise it will be in the nearest one). DCS World: ========== Aircrafts/A-10/APU/APU1.sdef wave: Effects/Aircrafts/A-10/APU/APU1 Aircrafts/A-10/APU/APU1Cpt.sdef wave: Effects/Aircrafts/A-10/APU/APU1Cpt Aircrafts/A-10/APU/APU2.sdef wave: Effects/Aircrafts/A-10/APU/APU2 ... You get the idea. It lists all the sdefs and waves referenced in the DCS World and its modules. You can create your own sdef files with the listed names - they will be used by the DCS instead of the stock ones. You can also reference (or replace in your mod) the listed wave files (yes, the names are w/o extensions). Edited March 13, 2020 by c0ff Dmitry S. Baikov @ Eagle Dynamics LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2. Link to comment Share on other sites More sharing options...
Rudel_chw Posted March 13, 2020 Share Posted March 13, 2020 Expect to see Doc/Sounds/sdef_and_wave_list.txt file in the coming OpenBetas ... Thanks a lot, hope it cames out soon, as it seems really interesting :thumbup: For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra For Gaming: 34" Monitor - Ryzen 3600X - 32 GB DDR4 2400 - nVidia GTX1070ti - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar - Oculus Rift CV1 Mobile: iPad Pro 12.9" of 256 GB Link to comment Share on other sites More sharing options...
ak22 Posted March 17, 2020 Share Posted March 17, 2020 Where do i put awacs sounds mod? I want the awacs to be in English instead of Russian but i can't find sounds folder in the game dir Link to comment Share on other sites More sharing options...
Chump Posted March 17, 2020 Share Posted March 17, 2020 Where do i put awacs sounds mod? I want the awacs to be in English instead of Russian but i can't find sounds folder in the game dir You would replace the files in: <Saved Games> \ <DCS> \ Sounds \ Speech \ RUS \ Common \ AWACS \ There might also be a better way, editing the SDEF files. Link to comment Share on other sites More sharing options...
ak22 Posted March 17, 2020 Share Posted March 17, 2020 (edited) You would replace the files in: <Saved Games> \ <DCS> \ Sounds \ Speech \ RUS \ Common \ AWACS \ There might also be a better way, editing the SDEF files. Thank you for the reply i tried putting in their but their was no sounds folder to replace? it had no effect, I am using the steam version 2.5.6 client. I have a sounds.edc folder in C:\Program Files (x86)\Steam\steamapps\common\DCSWorld\Sounds.edc but the files are not wavs and the folders inside are labelled 00, 0a, 0b etc.... Edited March 17, 2020 by ak22 Link to comment Share on other sites More sharing options...
ED Team c0ff Posted March 20, 2020 Author ED Team Share Posted March 20, 2020 Thanks a lot, hope it cames out soon, as it seems really interesting :thumbup: It's out in 2.5.6.45317 Dmitry S. Baikov @ Eagle Dynamics LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2. Link to comment Share on other sites More sharing options...
Archer_111 Posted March 21, 2020 Share Posted March 21, 2020 It's out in 2.5.6.45317 Hallelujah, thank you very much for all your great work ! :thumbup: Link to comment Share on other sites More sharing options...
ED Team c0ff Posted March 21, 2020 Author ED Team Share Posted March 21, 2020 Hallelujah, thank you very much for all your great work ! :thumbup: Example sound mod will be out with the next beta. Dmitry S. Baikov @ Eagle Dynamics LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2. Link to comment Share on other sites More sharing options...
Archer_111 Posted March 23, 2020 Share Posted March 23, 2020 Example sound mod will be out with the next beta. You are the BEST :thumbup: We all are looking forward to seeing them. Thanks again for your amazing work !:pilotfly: Link to comment Share on other sites More sharing options...
Archer_111 Posted March 23, 2020 Share Posted March 23, 2020 Just a question, why the ...//Sounds becomes ...//Sound.eds in Openbeta, and has a completely different structure ? Link to comment Share on other sites More sharing options...
ED Team c0ff Posted March 23, 2020 Author ED Team Share Posted March 23, 2020 Just a question, why the ...//Sounds becomes ...//Sound.eds in Openbeta, and has a completely different structure ? Just a different file packaging. Logically it is still the same. Dmitry S. Baikov @ Eagle Dynamics LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2. Link to comment Share on other sites More sharing options...
nighthawk2174 Posted April 1, 2020 Share Posted April 1, 2020 I have a bunch on new main menu music sound files that are no longer working and i'm a bit confused on how to get them working with this structure. The standard location of these was Mods/aircraft/(module)/Sounds/EditorMusic. How do these work now? Link to comment Share on other sites More sharing options...
ED Team c0ff Posted April 1, 2020 Author ED Team Share Posted April 1, 2020 The standard location of these was Mods/aircraft/(module)/Sounds/EditorMusic. How do these work now? Theme music moved to themes. (module)/Skins/1/EditorMusic. For some modules the path may differ, though. Anyway it is specified in the module's entry.lua file. Dmitry S. Baikov @ Eagle Dynamics LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2. Link to comment Share on other sites More sharing options...
Rhino4 Posted April 5, 2020 Share Posted April 5, 2020 Can anyone help me find all the pilot comms? I can't find them listed in the sdef_and_wave.txt file included with the sound mod guide. I want to find all of the PC outgoing comm messages that the pilot makes and replace them with dead/mute files so that when I use voice attack to give an order or talk to the carrier I don't have to listen to my dead-sounding computer voice repeat the things I just said. Thank you to anyone who can point me in the right direction. Link to comment Share on other sites More sharing options...
ED Team c0ff Posted April 6, 2020 Author ED Team Share Posted April 6, 2020 Can anyone help me find all the pilot comms? Speech sound files make a separate list. Added a feature request to document them as well. Dmitry S. Baikov @ Eagle Dynamics LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2. Link to comment Share on other sites More sharing options...
Lenux Posted April 10, 2020 Share Posted April 10, 2020 I'd like to replace again the sound canon for the F18, but I can't Where is the location for this sound, guys ? I was able to modify all the canon sounds I wanted, but not for the F18 Thank you 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 Link to comment Share on other sites More sharing options...
Ala12Rv-watermanpc Posted April 12, 2020 Share Posted April 12, 2020 Expect to see Doc/Sounds/sdef_and_wave_list.txt file in the coming OpenBetas (can't promise it will be in the nearest one). DCS World: ========== Aircrafts/A-10/APU/APU1.sdef wave: Effects/Aircrafts/A-10/APU/APU1 Aircrafts/A-10/APU/APU1Cpt.sdef wave: Effects/Aircrafts/A-10/APU/APU1Cpt Aircrafts/A-10/APU/APU2.sdef wave: Effects/Aircrafts/A-10/APU/APU2 ... You get the idea. It lists all the sdefs and waves referenced in the DCS World and its modules. You can create your own sdef files with the listed names - they will be used by the DCS instead of the stock ones. You can also reference (or replace in your mod) the listed wave files (yes, the names are w/o extensions). I dont understand why sdef's are encrypted too...sound files maybe but the sdefs??:huh:, how am I supossed to see what the gain, attack, doppler, etc. propieters are set by default then?...making sdefs from scratch makes no sense if I dont know anything about the actual ones. Take a look at my MODS here Link to comment Share on other sites More sharing options...
ED Team c0ff Posted April 13, 2020 Author ED Team Share Posted April 13, 2020 I dont understand why sdef's are encrypted too... That was the decision. Sorry. Dmitry S. Baikov @ Eagle Dynamics LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2. Link to comment Share on other sites More sharing options...
Ala12Rv-watermanpc Posted April 15, 2020 Share Posted April 15, 2020 That was the decision. Sorry. Well, that basically means that it is pretty inviable to make external sound mods imho, even with own sound samples. It makes no sense to change parameters, "blind", then loading the sim, test, and change back without knowing how the original set is configured as a reference. Hope this decision can be reviewed at some point as I cant find a solid reason to block some config files. Take a look at my MODS here Link to comment Share on other sites More sharing options...
sunwukong Posted April 19, 2020 Share Posted April 19, 2020 Speech sound files make a separate list. Added a feature request to document them as well. I'm assuming this would include external cargo. :thumbup: Thanks for the work. Link to comment Share on other sites More sharing options...
ED Team c0ff Posted April 19, 2020 Author ED Team Share Posted April 19, 2020 I'm assuming this would include external cargo. what do you mean? Dmitry S. Baikov @ Eagle Dynamics LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2. Link to comment Share on other sites More sharing options...
sunwukong Posted April 19, 2020 Share Posted April 19, 2020 what do you mean? When sling loading......forward, back...load is swinging side to side...lol.... Should be part of common speech....current very automated...... Hope it included in next doc update..... So far looks v tidy....just hope this part becomes transparent n mod ible...thanks 4 asking. Sent from my iPhone using Tapatalk Link to comment Share on other sites More sharing options...
I_Gamer Posted April 19, 2020 Share Posted April 19, 2020 Well, that basically means that it is pretty inviable to make external sound mods imho, even with own sound samples. It makes no sense to change parameters, "blind", then loading the sim, test, and change back without knowing how the original set is configured as a reference. Hope this decision can be reviewed at some point as I cant find a solid reason to block some config files. Dmitry, I'll have to agree with watermanpc on this one - once 2.5.6 goes stable, the ability to create external (hell, even internal) mods becomes almost improbable. All of our work depends on trial and error, being able to discern what files do what, and how they sound/behave in the simulator is a mandatory step in the process of any mod in ANY title. Still trying to understand why there needed to be this change to begin with. It seems counter-intuitive in my opinion. Simply providing a list of "available" sdef files and their locations is not that helpful if we can't see or hear what the original files do, in order to improve or modify them. I wonder if authorized community content creators would be able to use the DCS SDK (the same one other third parties have access to) in order to continue making exceptional content, with even greater functionality. If you give us the right tools, this community can create even cooler/better content. The great thing about communities is that we all learn from each-other. Why limit yourself, or others, to be creative - as long as the company approves of it? :thumbup: I'd love to see the modding community grow, and help inspire ED to do even better. I hope that ED changes their mind on this - I can't imagine why they chose such drastic measures to "protect" their work. It's extremely frustrating. On an positive note, I do appreciate the example mod in the Docs folder! I was able to much more efficiently install mods that way. Similar to what ArmA 3 does, with their "Addons" folder. Bohemia Interactive actually provides their community a set of "tools" to develop content, if they so choose. Those tools are actually not available for public use, unless the user specifically wants to download and start developing content. It would be amazing if DCS took this approach to modding... - - - - - - - - Tyler "Shadow" All things sound @ Echo 19 Audio linktr.ee/echo19audio Link to comment Share on other sites More sharing options...
ED Team btd Posted April 20, 2020 ED Team Share Posted April 20, 2020 (edited) Simply providing a list of "available" sdef files and their locations is not that helpful if we can't see or hear what the original files do, in order to improve or modify them. You can add "gain = 0" to all sdef from the list. And then step-by-step (file by file) disable this option. And improve or replace original audio file or sdef. So you can hear what the original file do. Edited April 20, 2020 by btd Best regards, Kanstantsin Kuzniatsou (btd) https://soundcloud.com/btd Link to comment Share on other sites More sharing options...
Recommended Posts