Sound modding
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Hi,
I know by modding the acdata file I’m getting into strife if I try to play online but for the purposes of offline experience…
Can anyone share experience on what the different parameters mean, in particular the sounds? I’ve mixed a new afterburner sound (sndabext) but it leaves the sounds from the aft of the jet a bit quiet and lame at idle on the ground.
The f16bk52+ for example contains a bunch of parameters which i’m not sure how they work:
#-----------------------------------------------------
Sounds Engine Ext
#-----------------------------------------------------
sndAbExt 39 #by Jester
sndAbExtChart 4 0.00 0.00 0.70 0.75 0.96 0.97 0.98 1.00
sndAbExtPitchChart 3 0.70 2.00 0.97 1.50 1.00 1.00sndExt 35 #by Jester
sndExtChart 3 0.00 0.80 1.00 1.00 1.03 1.00
sndExtPitchChart 6 0.00 0.00 0.70 1.00 0.75 1.30 0.80 1.50 0.85 1.70 0.90 1.70sndExt2 276 #by Jester
sndExt2Chart 3 0.00 0.80 1.00 1.00 1.03 1.00
sndExt2PitchChart 6 0.00 0.00 0.70 1.00 0.75 1.30 0.83 1.60 0.85 1.80 0.90 1.80sndExt3 0
I’m basically wanting to add a new sound that pitches with the engine, heard from the rear quarters (like sndabext) but goes quiet as it pitches up and transitions to the new afterburner sound I mixed.
I plan on sharing it here once I have permission from the audio owner. Any pointers would be helpful.
Thanks
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It simply means that Volume and Pitch. (Chart=Volume, PitchChart=Pitch)
Two parameters works in sync by order from the left.
I explain by using the following line.sndAbExtChart 4 0.00 0.00 0.70 0.75 0.96 0.97 0.98 1.00
“sndAbExt” is the name of sound. It’s for after burner sound in external view.
“Chart” after the “sndAbExt” means that this line defines the Volume.
“4” is the number of combination of engine RPM and Volume setting.In this case, the first combination is “0.00” and “0.00”.
The first number is engine RPM, and the second is Volume. So it means that when RPM is zero percent, the volume is also zero.
As you may already understood, there are four combinations of RPM and Volume in this line.- 0.00 0.00
- 0.70 0.75
- 0.96 0.97
- 0.98 1.00
If you want to increase the number of combination, you need to increase the first number of the line.
In this case, change “4” to the number whatever you want.
But I remember I couldn’t have 10 of the combination when I was editing the sound.
So maximum number of combination is 9, if BMS didn’t change its specification.“PitchChart” works same as “Chart”, but it’s for Pitch setting.
RPM and Pitch parameters are works in percent, so if the first number of the combination is “0.70” and the second number is “1.00”, it means that BMS sound the 100 percent pitch of the sound when engine RPM is 70 percents.Note that the Volume changes smoothly between each combination in 3D world of BMS, but NOT for Pitch. It chenges in steps.
That’s why I needed to have a lot of combination in “PitchChart”, and was not enough to implement realistic engine sound in all the range of RPM.
For example, if I have enough combinations of pitch for idle range to maximum after burner, I couldn’t have any combinations for engine start to idle range because of lack of combination number can be used.You need to reference and edit “f4sndtbl.txt” for more advance edting.
Because it actually defines which sound file is used, and you can lso define the range and/or area of around the aircraft by editing this file.
Note: “39” of “sndAbExt 39” is the number of the line in “f4sndtbl.txt”.
There is some explanation of what each parameters mean in the file. So I think I don’t have to do it for you. -
Thanks PeCa_Chuck, exactly what I was looking for. I’ve also got permission for the use of the new burner sound so I’ll post it here once I’m happy with the results.
The owner has provided a much higher quality file (512) than is on YT but I feel the quality might be lost on the sound engine. We’ll see. In the mean time I’ll see what I can accomplish, thanks for your help!
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There is another guy that said will work on the sounds maybe you could co work.
Ogg files tend to kill the quality, and falcon uses an old version. Maybe this is good cause the old codec might be better quality wise than nowadays. Sure would like to see a more experienced reply on the quality of falcon ogglod.Sent from TapaTalk
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Peka thanks for explane and example. I want to ask a question.
Are “sndAbExt” and other sounds defined command in bms exe? do we add a new sounds to bms in this way?And Can we seperate SndAbExt to parts in “f4sndtbl.txt”
SndAbExtststart.ogg (it will add as new file)
SndAbExtloop.ogg (as SndAbExt.ogg)
SndAbExtstend.ogg (it will add as new file)Examples
Canopy open start loop and finish
Canopy close start loop and finishOr gear down/up
146
gearcend.ogg 0 0 1200 0 -200 -10000 S 0 5 0
147
gearcst.ogg 0 0 1200 0 -200 -10000 S 0 5 0
148
gearloop.ogg 0 0 1200 0 -200 -10000 SL 0 5 0
149
gearost.ogg 0 0 1200 0 -200 -10000 S 0 5 0
150
gearoend.ogg 0 0 1200 0 -200 -10000 S 0 5 0
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All sounds has to be declared in sound table.
Descriptions and explanations given in f4sndtbl.txt are mainly wrong/inaccurate.
Sound code is unfinished since years (and bugged), do not hope to be able to do what you want with it.
Canopy sound has to be synced by slot of 10s (if I remember corectly or it is for the JFS ) and is also tied to model animation, there is nothing you can do to make it diferent and sound samples has to comply with code requirements.
I recommend to avoid to play with aircraft.dat because it might have unexpected issues that you may not detect at the first sight. (sound fading issues and sound kicking-in inside cockpit without visible reasons with no canopy attenuation).
Remember that any .dat modifications may be a NOGO for MP session (depending on host settings). -
Yeah I had thought that the acdata might be a no-go…it’s a pile of files to change anyway.
I don’t have the knowledge to update/change the engine so I’ll stick with editing the sound files themselves.
Tom Hank’s for your input everyone!
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He’s my favorite actor.
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well to work with some files example engine you must confront or play along code peculiarities. Those are the fundamentals and prerequisites to allow successful editing and modding.
Else the workload might be more like … ok let’s test it in Falcon… After days… uh ok it must be split to xx files of xx sec’s per segment and do overlaps and etc…So if you don’t know how the code sound engine manipulates the files it might be a no go in many cases.
Have in mind Falcon is majestic but has it’s way of working with it and it’s the hardest of all specially on aspects that are not touched even since 1998.
light upon u will come if courage u have… as Master Jedi Yoda would say… :lol:
So fire away ask and every one will put his gravel to help build the wall.
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Arty is 100% right. Unfortunately.
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I asked SoundAbEx for Full After Burner Sounds works.
Time: 1.15 - 1.47 Full Ab starting and ending sounds are wonders.Long time ago i tried it and I failed. my added new values in soundtable and ac.Dat wasnt work. Only when I use “SoundAbExt” name in files then It work but only one file.
Is it possible to add these sounds in bms
I think we need a new codes…
Thanks Dee-Jay And Arty -
And Can we seperate SndAbExt to parts in “f4sndtbl.txt”
SndAbExtststart.ogg (it will add as new file)
SndAbExtloop.ogg (as SndAbExt.ogg)
SndAbExtstend.ogg (it will add as new file)I think we can have several sound by linking each files in “f4sndtbl.txt”, but I think you can’t do thing what you want.
Because, number of sounds are controlled by .dat, I explain by using the following example.sndAbExt 39 #By Jester sndAbExtChart 4 0.00 0.00 0.70 0.75 0.96 0.97 0.98 1.00 sndAbExtPitchChart 3 0.70 2.00 0.97 1.50 1.00 1.00 # sndExt 35 #By Jester sndExtChart 3 0.00 0.80 1.00 1.00 1.03 1.00 sndExtPitchChart 6 0.00 0.00 0.70 1.00 0.75 1.30 0.80 1.50 0.85 1.70 0.90 1.70 # sndExt2 276 #By Jester sndExt2Chart 3 0.00 0.80 1.00 1.00 1.03 1.00 sndExt2PitchChart 6 0.00 0.00 0.70 1.00 0.75 1.30 0.83 1.60 0.85 1.80 0.90 1.80
The above is .dat for Block 50. As you can see, we have three definitions in total. (sndAbExt, sndExt and sndExt2)
It means that we only have three definitions of Volume/Pitch.
In “f4sndtbl.txt”, there’s a “Link” function to use multiple sound files, but it doesn’t mean we can have multiple Volume/Pitch for each newly added sound files.
Thus, you can’t control Volume/Pitch for newly added sound files.
Without tweaking the parameter, basically, I think, we can’t implement realistic sound.FYI, I found that…
1. We can have three definitions for sndExt. (sndExt, sndExt2 and sndExt3)
2. We can have three definitions for sndInt. (sndInt, sndInt2 and sndInt3)
3. We can have two definitions for sndAbInt. (sndAbInt and sndAbInt2)In current sound system of BMS, we have to play around under this limitations.
As Dee-Jay and Arty said, we can’t hope advanced sound editing without code changes.
But, I’m pretty sure we can heve better external/internal engine sound in this circumstances.Looking forward to see great work by guys on this forum.
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About 1. And 2. The 3 definitions maybe they have to do with the 3d sound? (x,Y,z) is this still effective? Or I’m seeing things that don’t exist?
Sent from TapaTalk
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About 1. And 2. The 3 definitions maybe they have to do with the 3d sound? (x,Y,z) is this still effective? Or I’m seeing things that don’t exist?
Sent from TapaTalk
You can use the three definitions for implement such 3D sound.
In “f4sndtbl.txt”, you can change the area of angle to implement specific noise around the aircraft.For example, IRL F-16, we can hear high frequency noise of the air suctioned into air intake when we watch the engine start-up sequence in front of the jet.
And start taxing, passing through our face, the high frequency noise slowly disappears, and we can hear bit low frequency noise exhausted from nozzle.By editing specific parameter of the line in “f4sndtbl.txt”, we can implement such 3D effect of sound.
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FYI: 3d sounds (external) must be mono.
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Ok 3d and when and how stereo or 3d kicks in? Or it’s always on?
Sent from TapaTalk
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Ok 3d and when and how stereo or 3d kicks in? Or it’s always on?
Sent from TapaTalk
External .ogg sound samples must be in mono that is all (there is no point to record them in stereo because the code is converting them anyway in mono at loading, but this is a waste of resource.)
Only inside cockpit samples can be stereo.