Updated Dec 26th, many fixes and improvements (read below):
I have worked on the first beta and now many things have been improved:
-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.
Download new Cockpit Sound Effects (Beta 2) from here (https://storebror.it.cx/sas/archive/sas2/benitomuso/4101MODS/Beta/00_PAL-CockpitSoundsB2.rar)
Please delete previous Beta and make a frssh installation of this new one.
Regards,
Pablo
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
Original Post:
Some time ago I started a MOD originally oriented to replace the ambient sounds (only because an wasier 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).
Download new Cockpit Sound Effects (Beta) from here (https://storebror.it.cx/sas/archive/sas2/benitomuso/4101MODS/00_PAL-CockpitSounds.rar)
Credits: For 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 has an idea of other sound effects possible, just tell me.
Chaney,
in fact it doesn't mean that the sounds depends on buttons. Engine sounds yes, but others depend on external .prs(s), as in this case. Most of the sounds are not related to buttons at all.
People, I have introduced the G Stress effect MOD (that in my opinion is not so attractive, but may be it's more realistic because quieter than stock). But I have added the next:
-Shells falling when gunners shoot
-Electric servo motors moving turrets
It adds some level of extra mess in battle. I like it but the samples (specially the servo motor one) should be improved.
I have the next problems:
1-Which planes had electrical driven turrets?
2-Which planes (and gunner positions) left shells to fall freedly to the floor?
3-How could be the better way to make it dependant on those factors in game?
The two first questions are historically related. The last one is coding / programming related. Any help would be apprecciated.
Find the new version here:
https://storebror.it.cx/sas/archive/sas2/benitomuso/4101MODS/Beta/00_PAL-CockpitSounds.rar
AGAIN: we need good samples to make it better. I tried to find a breath in a mask Sound FX but all of them are crap. Stratodog, it will be nice if you can record yourself breathing.
Regards,
Pablo