Sound modding
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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.