Updated 2016/12/26, formal release for v4.12.2 of the Game, Jets and SAS Engine MOD v2.7.1w Compatible.
For a long time this MOD had been in a standby status. Now I have included full compatibility with EngineMOD 2.7.1 (currently released by Western). Now I normalized the Presets and the environent characteristic that in previous release created weird behaviours. FastJets and their helmets are properly managed and now hearing the sounds is very natural.Previous reference of this MOD:Original Post:Some time ago I started a MOD originally oriented to replace the ambient sounds (only because an easier way of implementing it) of CY6.
I had adapted the Freddy's Oxygen Mask for 4.10 a long time ago, and I have started working over it. Finally I abandoned the idea of the ambient MOD because it was quite complicated to implement different sounds.
But finally I decided to enrich the sound effects in cockpit. So I made this MOD which inherits most of the Freddy's features, changing some behavior plus adding new sounds. These are:
-Breathing very loudly if you are over 3000m (in Il-2 game it means with oxygen mask, and <3000 no mask), as it really is when you wear a mask. I expanded the G over limit sound to affect when you are flying under 3000m too, because tight maneuvers affect pilots at lower altitude too.
-Updated: If you (the pilot, the gunner or wherever position you are) get wounded you will hear a scream. Perhaps a little alarmistic, and it could go against the idea that Man Don't Cry, but being hit by a big bullet always is very painful.
Now in a multi-crew plane, you would be able to hear the screams of other members of the crew if they got injured. It will be much more dramatic that just receiving a message log saying "Ventral gunner wounded", etc.-Updated: There are three different types of screams: for own pilot, for other crew member and even for death.
-If the health of the pilot (or gunner) is affected, you will start hearing a heart beat in background.
-If the health of the pilot (or the gunner) is very affected, what the game calls "Heavily wounded", you will hear not only the heart beat but a difficult breathing sound too.
-Updated: Some users reported problems listening to these sounds. I confirmed that they were very dependant on the noise of your plane. I adapted it in some way that the much the noiser your engines are, the louder they are played. Now everything is perfectly hearable in practically any circumstance (heavy flak doesn't give you the chance of hearing anything).
Later features:-We have brand new breathing sounds with samples made by Steve (stratodog) which are wonderful. We have for mask, Positive G, Negative G, etc.
-I have included the StressFX sounds but I'm not so happy with it. I only made some of those noises available and adapted in a better implemented way of mapping the sounds.
-Now the servo motor turrets are only heard when Top (Dorsal) or Ventral turrets are moving. I know that for many planes (german ones and old ones) this is not proper, but if not tens of checking of what plane is the one which is shooting are required.
-I edited a new sample for the Shells falling that I think is quite good.
-I balanced a lot the volume of the sounds to allow them to be heard in most conditions without affecting or hiding other environemental effects.
Credits:Stratodog for recording live the new mask / breathing sounds, Freddy for the original Mask MOD and the GStress coming from Burn, based on Tiger33 work
Freddy from Histomod, who originally developed the Oxygen Mask MOD.
Comments: a class as the one adapted by me (I mean: original Freddy's work was 4.09) is included in AI and Hotkeys MOD, and I suppose that it is my adapted one. But if you load the CockpitSounds MOD after the AI MOD, it will use only the basic Freddy's features (at most), so
you have to load this new MOD of mine before any AI and Hotkeys MOD to have it fully operative.Regards,
Pablo
PD: if any of you has an idea of other sound effects possible, just tell me.