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Author Topic: Cockpit Sound Effects (Beta 2) - Updated 2011/12/26  (Read 38186 times)

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benitomuso

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Re: Cockpit Sound Effects (Beta) - Updated Nov 30th
« Reply #24 on: December 04, 2011, 09:03:05 PM »

Stratodog,
                      seriously: do you think you can sample well reproduced sounds of what you so precisely describe? I mean record .wav or .mp3 sounds of these?

  It would be nice really, and we can make the MOD with sounds came from reality.

  Thanks,
                       Pablo
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Stratodog

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Re: Cockpit Sound Effects (Beta) - Updated Nov 30th
« Reply #25 on: December 04, 2011, 10:15:26 PM »

Stratodog,
                      seriously: do you think you can sample well reproduced sounds of what you so precisely describe? I mean record .wav or .mp3 sounds of these?

  It would be nice really, and we can make the MOD with sounds came from reality.

  Thanks,
                       Pablo

Well, I'll see what I can do.  I've never done something like it before, so If someone could give me a few hints on how the trick is done it would help a lot.
I could use one of the aircraft oxygen masks at work to try and get an authentic mask sound.  They have a very similar design to most WWII masks and they have that "Darth Vader" sound.  So to speak.

As far as the anti-G force grunting, I promise I will not record anything in the bathroom. :)
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mikejr

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Re: Cockpit Sound Effects (Beta) - Updated Nov 30th
« Reply #26 on: December 05, 2011, 07:45:30 AM »

Hi Pablo,

Just wanted to say this is great and really adds to the immersion - it's almost like CoD (Call of Duty) but in a cockpit! I have even added some 'personal' touches to the sounds.  ;D

My only issue is that both class files are an exact conflict with the stress SFX mod: https://www.sas1946.com/main/index.php/topic,12179.0.html

Yours is more extensive and you probably wouldnt hear the stress sound effects mod over breathing under G's anyway, but I was wondering, if it wasn't too much to ask, if it might be possible to merge the two mods together, so both sounds can play at the same time, but work separately from one another, if you know what I mean?  It's just me being fussy but it would be interesting to know :)

This is really great though, and the screams definitely add to it, rather than the screen just going red.

Michael.
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benitomuso

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Re: Cockpit Sound Effects (Beta) - Updated Nov 30th
« Reply #27 on: December 05, 2011, 08:19:29 AM »

Mike and All,

             yes I agree on making an extensive Cokcpit Souns MOD. But I need help on getting samples and on establishing how things were in reality. The comments of Stratodog were particularly good in that sense.Nonetheless we have to take into account that all the sounds are loaded before the mission (most of them are short samples in comparisson to speach long messages), but some control must be kept on it.

  So I will start by establishing a list of what should we MOD (obviously it accepts expansion) and we have to obtain the best possible samples for it:

  -Pilot/gunner body (G effect, mask effect, heart beating, difficult breathing)
  -Wounds (screams, perhaps different depending on the degree of wound)
  -Airframe stress MOD
  -Diverse internal noisy environment when flight conditions are not steady (it could be associated to the airframe stress)
  -Empty shells falling to the floor in some bombers
  -Turret motors working (this was never implemented before)
  -Wind whistling through holes on cockpit

  I insist: we need good samples off all these. WAV files 44100sps, preferably stereo eventhough we later reduce them.

  Regards,
                     Pablo
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mikejr

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Re: Cockpit Sound Effects (Beta) - Updated Nov 30th
« Reply #28 on: December 05, 2011, 09:21:40 AM »

Sounds like a brilliant mod Pablo, especially going on your talent in making other mods!  :) And it should be really popular. To start there are some decent airframe stress sounds in the G stress SFX mod - I think the original author is Tiger33 and the standalone mod was done by Burn.

Michael.
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Boelcke

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Re: Cockpit Sound Effects (Beta) - Updated Nov 30th
« Reply #29 on: December 05, 2011, 12:46:23 PM »

wistling wind trough holes ... yeah, that alone would be a great addition :)
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sa_475th_Chaney

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Re: Cockpit Sound Effects (Beta) - Updated Nov 30th
« Reply #30 on: December 05, 2011, 06:15:13 PM »

Works well half the time. Haven't heard any screaming yet. I guess my DCG campaigns have some tough pilots hehe. I'm having a recurring problem with planes exploding on the ground that keep coming back to this mod. Something in the presets are not agreeing with the rest of the sound. I read something about conflicting .prs files somewhere that causes planes to explode on the runway. Only prs file I found was in your mod. Other than that, the breathing alone is very authentic. But maybe the fact that this is beta form, things still need to be ironed out. Any help or comment would be nice. And yes, this was the first mod activated at the top of my list. I will disable it to see if this is the cause.

I found this so maybe this helps in explaining what I was talking about. Thanks.
https://www.sas1946.com/main/index.php/topic,609.0.html
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benitomuso

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Re: Cockpit Sound Effects (Beta) - Updated Nov 30th
« Reply #31 on: December 06, 2011, 07:36:02 AM »

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:


  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
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Stratodog

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Re: Cockpit Sound Effects (Beta) - Updated Nov 30th
« Reply #32 on: December 06, 2011, 09:16:27 AM »

I recorded me breathing through a real airplane diluter demand oxygen mask this morning.  I'll send it to you.
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Hangman

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Re: Cockpit Sound Effects (Beta) - Updated Nov 30th
« Reply #33 on: December 06, 2011, 12:36:09 PM »

This is really frustrating I have read that you guys got this mod work well but I can't get this work even though I have tried everything what I can to get this work

Could you guys help me
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pierre1946

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Re: Cockpit Sound Effects (Beta) - Updated Nov 30th
« Reply #34 on: December 06, 2011, 12:53:28 PM »

Aarrrggghhh

can't

am dead now
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MANYSH

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Re: Cockpit Sound Effects (Beta) - Updated Nov 30th
« Reply #35 on: December 06, 2011, 01:27:03 PM »

This is really frustrating I have read that you guys got this mod work well but I can't get this work even though I have tried everything what I can to get this work

Could you guys help me

what is you config settings for sound ?

try use my... maybe will help


[sound]
SoundUse=1
SoundEngine=1
Speakers=1
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=3
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=0
MasterVolume=12
Attenuation=7
SoundMode=3
SamplingRate=2
NumChannels=3
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=4
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=1

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