December 13, 201015 yr Hi All,I'm having a problem with the Eaglesoft CJ1. It's a nice flying aircraft and it starts a flight just fine, but after 30 minutes or so the engine volume, when heard from the spot plane view, increases to almost unbearable. Adjusting the engine sound setting from FSX has no effect. Engine volume in the cockpit remains normal. Full screen or window mode makes no difference. I use an Audigy SB board and have tried the original driver and the latest driver, but it has no effect. I'm not getting this problem with any other aircraft.I contacted Eaglesoft Support on their forum, but was told this is a FSX fault and it sometimes happens even on default planes. Has anyone else had this problem? If so, have you found a solution? Any suggestions of things to try? I hate to give up on this aircraft, other than this problem, it has been a delight to fly.Dale Dale
December 13, 201015 yr Sometimes a quick "Q" default toggle sound on/off sequence fixes me up when the sound is not right after switching views.Loyd Hooked since FS4... now flying: FSX Acceleration on Win7/64, Core Duo E8400; GA-EP45-DS3R; GTX 460-768MB; 4G RAM; Freezer 7 Pro
December 14, 201015 yr Author Sometimes a quick "Q" default toggle sound on/off sequence fixes me up when the sound is not right after switching views.LoydThanks for the reply. I think I tried that, but it's worth another shot. The frustrating part of trying any sort of fix is that it takes about a half hour of flying before the problem shows up. It may happen after I call up the fsx map to check a frequency or something and then return to flying. I think I'll try a flight where I only go to FSX menu from window mode and see if that makes a difference. When it does start blasting again, I'll try the "Q" key.Note: I did find that changing to another aircraft and then changing back causes the volume to drop back to normal. This, however, is not an acceptable fix because it causes Radar Conyact to stop working.Dale Dale
December 14, 201015 yr I have no suggestions but I can say I have had similar problems with sounds that were ported over from FS9 in to FSX. I have no idea what causes it but it does seem like we get increased RPM's when switching views. Someone recommended that I should use spot view rather than locked spot - not sure if that helps. Also, I noticed that the Twin Otter sounds from Sonic Solutions claim they don't suffer from this issue. I did buy the soundpack and it sounds great. I emailed the author and here is what he said. I have problem with the sound from CLSs and other developers (TSS stuff sounds fantastic). In fact, there are two problems, phasing and the increased RPMs.I have not tried looking in to the fix yet mainly because I have no idea what he is talking about. I know very little about sound creation - I just know something doesn't sound right.I don't think he would mind if I posted this. Vance, if this causes an issue, I apologise in advance. "I think you may be experiencing some very common problems that are quite easily solved. I've noticed that a lot of developers use the same sound files for their multi engines and use the same Rparams so the same exact sound and same pitch plays through all RPM ranges which causes phase. A good remedy is too use different sounds altogether or use a slightly offset Rparam or both. On the Twotter I just did I used the same sounds for both engines to try and keep file size down as it was getting out of hand (my sounds are in 16bit/48kz where others use 22kz lofi sounds) and simply made sure the pitching on the RPM's weren't identical for both engines. I do however add an extra layer for the rear of the engine that does contain a loop with a flange effect on it but this is done on purpose with a narrow sound cone angle to mimic air distortion. The incorrect RPM playing incorrectly on view switching is caused by the program used to implement the audio into FS9/FSX. When you take a volume node and draw your curve to say zero, it's actually taking the node to -1.27 which the audio engine can't interpret negative values so it makes it +1.27. It's only a few DB of volume but it's still there playing through all RPM's leading up to the volume curve until it passes the bad node. I just go into the sound cfg file find the proper node where the zero RPM is and make sure it's set to 0." MSFS Premium Deluxe Edition; Windows 11 Pro, I9-9900k; Asus Maximus XI Hero; Asus TUF RTX3080TI; 32GB G.Skill Ripjaw DDR4 3600; 2X Samsung 1TB 970EVO; NZXT Kraken X63; Seasonic Prime PX-1000, LG 48" C1 Series OLED, Honeycomb Yoke & TQ, CH Rudder Pedals, Logitech G13 Gamepad
December 14, 201015 yr Author I have no suggestions but I can say I have had similar problems with sounds that were ported over from FS9 in to FSX. I have no idea what causes it but it does seem like we get increased RPM's when switching views. Someone recommended that I should use spot view rather than locked spot - not sure if that helps. Also, I noticed that the Twin Otter sounds from Sonic Solutions claim they don't suffer from this issue. I did buy the soundpack and it sounds great. I emailed the author and here is what he said. I have problem with the sound from CLSs and other developers (TSS stuff sounds fantastic). In fact, there are two problems, phasing and the increased RPMs.I have not tried looking in to the fix yet mainly because I have no idea what he is talking about. I know very little about sound creation - I just know something doesn't sound right.I don't think he would mind if I posted this. Vance, if this causes an issue, I apologise in advance. "I think you may be experiencing some very common problems that are quite easily solved. I've noticed that a lot of developers use the same sound files for their multi engines and use the same Rparams so the same exact sound and same pitch plays through all RPM ranges which causes phase. A good remedy is too use different sounds altogether or use a slightly offset Rparam or both. On the Twotter I just did I used the same sounds for both engines to try and keep file size down as it was getting out of hand (my sounds are in 16bit/48kz where others use 22kz lofi sounds) and simply made sure the pitching on the RPM's weren't identical for both engines. I do however add an extra layer for the rear of the engine that does contain a loop with a flange effect on it but this is done on purpose with a narrow sound cone angle to mimic air distortion. The incorrect RPM playing incorrectly on view switching is caused by the program used to implement the audio into FS9/FSX. When you take a volume node and draw your curve to say zero, it's actually taking the node to -1.27 which the audio engine can't interpret negative values so it makes it +1.27. It's only a few DB of volume but it's still there playing through all RPM's leading up to the volume curve until it passes the bad node. I just go into the sound cfg file find the proper node where the zero RPM is and make sure it's set to 0."Thankyou for passing on this information. I'm not sure I understand all that he said, but it gives me something to dig into. I have looked at the sound cofig file and tried adding a maximum_volume=xxx to engine sounds associated with the outside view, but it had no effect. I'll have a look in the SDK.Dale Dale
December 14, 201015 yr Author Sometimes a quick "Q" default toggle sound on/off sequence fixes me up when the sound is not right after switching views.LoydI did a test flight kast night and the "Q" on and off seemed to work! I had to do it each time I switched from cockpit to spot view, but that is a big improvement.Sadly, on my flight this morning, the "Q" solution did not work. The only differences between the flights was the altitude (FL 190 vs 230) and the use of Radar Contact, plus default real world weather (static).Dale Dale
December 16, 201015 yr Author I did a test flight kast night and the "Q" on and off seemed to work! I had to do it each time I switched from cockpit to spot view, but that is a big improvement.Sadly, on my flight this morning, the "Q" solution did not work. The only differences between the flights was the altitude (FL 190 vs 230) and the use of Radar Contact, plus default real world weather (static).DaleOK, I solved the problem. I created a new sound.cfg file (after backing up the original) and then aliased to the default Lear45. Not an elegant solution, but it does eliminate the problem of max volume in spot view.Eaglesoft Support insists this is a FSX problem, but obviously, something in their sound config file or wav files triggers it, at least on my system.Dale Dale
December 16, 201015 yr Moderator OK, I solved the problem. I created a new sound.cfg file (after backing up the original) and then aliased to the default Lear45. Not an elegant solution, but it does eliminate the problem of max volume in spot view.Eaglesoft Support insists this is a FSX problem, but obviously, something in their sound config file or wav files triggers it, at least on my system.DaleDale, the Lear45 default a/c occasionally exhibits the same problem on my system... Fr. Bill AOPA Member: 07141481 AARP Member: 3209010556 Avsim Board of Directors | Avsim Forums Moderator
December 16, 201015 yr It is an easy fix, but it took me a LONG time to find it..... open the sound folder in the CJ, find the 2 files: xCJ1.wav and xCJ2.wav and either remove them or just change the extension to .xxx Jay
December 16, 201015 yr Author It is an easy fix, but it took me a LONG time to find it..... open the sound folder in the CJ, find the 2 files: xCJ1.wav and xCJ2.wav and either remove them or just change the extension to .xxxGreat! I'll give it a try today.DaleEdit: There are no files named xcj1.wav or xcj2.wav in the CJ's sound folder. There is a xcj1strt and xcj11 through 14.Dale Dale
December 16, 201015 yr Great! I'll give it a try today.DaleEdit: There are no files named xcj1.wav or xcj2.wav in the CJ's sound folder. There is a xcj1strt and xcj11 through 14.DaleHere is a shot of my CJ1 sound file: its the 11 and 12 files, sorry looks like I made a typo. Jay
December 17, 201015 yr Author Here is a shot of my CJ1 sound file: its the 11 and 12 files, sorry looks like I made a typo.Just gave it a try on a test flight and it seems to work. Many thanks, I doubt I would have ever found that on my own.Dale Dale
December 17, 201015 yr Just gave it a try on a test flight and it seems to work. Many thanks, I doubt I would have ever found that on my own.DaleGlad to help, it drove me nuts for a long time, the CJ is my favorite GA plane Jay
December 17, 201015 yr It is an easy fix, but it took me a LONG time to find it..... open the sound folder in the CJ, find the 2 files: xCJ1.wav and xCJ2.wav and either remove them or just change the extension to .xxxI have been trying to fix a similar problem on my customized aisounds without success. I also ensured db does not go negative as in one of the previous posts but didnt help.could you explain why this works and is it something to do with wav format?
December 17, 201015 yr Moderator It is an easy fix, but it took me a LONG time to find it..... open the sound folder in the CJ, find the 2 files: xCJ1.wav and xCJ2.wav and either remove them or just change the extension to .xxxThat doesn't however explain why the sounds are normal volume most of the time, then without any warning nearly double in volume. That is the bug in FSX's sound system.While reducing the volume of the xCJ11.wav and the xCJ12.wav files will mitigate the issue, it doesn't actually address the underlying problem with the sound system.Most of the time for me, simply cycling through the views will drop the sounds back to normal volume. Over the past many years of continuous development, I've racked up over 4,000 hours on the CJ1+... :( Fr. Bill AOPA Member: 07141481 AARP Member: 3209010556 Avsim Board of Directors | Avsim Forums Moderator
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