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X Plane10 A320neo An Experiment in Sound

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More from Redpiper1 

 

I've always been interested in the sounds, and even purchased a few sound-packs, but its often been not worth the expense to me. I like it much better when designers take the extra time.  :wub:

 

 

 

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I simply can not agree. Did you hear bad looping points on the runway roll? Majority of airplane designers have definitely no skills in sound design, some of them clearly agree they do not understand sound at all, especially when no serious sound tools exists inside DASA* plane maker. Others designers (e.g. Rammzess) still can't simulate properly simple Doppler effect! IMO Ddenn with his Challenger 300 sets the proper standards in sound design as a airplane designer.

 

Professional sound designers should set the bar even higher but no one will even touch X-Plane because no real sound architecture exists. No sounds except airplane. No distance simulation, no filters, no reverb, no sound processing, no multichannel support etc. "one big nothing" 

 

regards

arti

 

 

 

*  DASA = Deaf Austin Sound Architecture

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I simply can not agree. Did you hear bad looping points on the runway roll? Majority of airplane designers have definitely no skills in sound design, some of them clearly agree they do not understand sound at all, especially when no serious sound tools exists inside DASA* plane maker. Others designers (e.g. Rammzess) still can't simulate properly simple Doppler effect! IMO Ddenn with his Challenger 300 sets the proper standards in sound design as a airplane designer.

 

Professional sound designers should set the bar even higher but no one will even touch X-Plane because no real sound architecture exists. No sounds except airplane. No distance simulation, no filters, no reverb, no sound processing, no multichannel support etc. "one big nothing" 

 

regards

arti

 

 

 

*  DASA = Deaf Austin Sound Architecture

 

All true, but as X-plane sounds go, this was good, especially considering the absolute God-awfulness of default sounds.....

 

Also I have purchased FSX sound-packs, and while some were very nice, others were just as "loopy" in the end, and simply not all that much better than default, which is to say they weren't worth it.

 

Having said that, I have borrowed certain sounds from FSX and replaced the X-plane ones because they were just painful to listen to.

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Sure! Those A320 sounds are quite nice but IF the simulator does not have proper architecture than no one even top professional sound engineers, experienced all over the world sound designers will refuse doing sound simulation for this simulation platform. Period. 

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Sure! Those A320 sounds are quite nice but IF the simulator does not have proper architecture than no one even top professional sound engineers, experienced all over the world sound designers will refuse doing sound simulation for this simulation platform. Period. 

 

Sound probably goes under the long list of things LR appears to not to place any big priority on.

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Arti; have you tried the Saab? It has a highly customized sound engine.

 

All serious aircraft designers have left X-Planes sound architecture along and choose to work with their own.

 

No professional sound engineer that I know of would want to use this:

 

sound_recorder.gif

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Hi Ben,

 

Sure they left DASA because of Laminar's lack of understanding and/or lack of programming skills. Every single real world airplane pilot knows how many sound cues/vibrations are carrying in the cockpit acoustics.

 

The problem is IMO no one airplane designer has a knowledge and experience to build good sounding architecture / sound environment. It's not about the famous simple bad looping points, too short samples. These are the basics of so-called "sound craft". We are talking about the sound fundamentals e.g. How the sound is behaving around the airplane in function of angle, distance.  

     

It is just impossible to build high quality sound architecture without understanding of acoustics laws. 

They can't do it with some kind of scripts to trigger sound files. They need to learn how to use parametric, lowpass high pass, bandpass filters, how to automate the sound processing to start with. At least some form of dynamic compressors, reverb, and to know how to use these tools. I'm afraid it would be very hard to master the tools for airplane designers. Especially in the external view we're dealing with some complicated acoustic phenomena (e.g. quite basic sound attenuation with distance for low, medium and high frequencies, not to mention the phasing etc).

 

BTW It's interesting AMD starting to use R9 290X GPU's for sound simulation in the form of TrueAudio technology...

http://www.youtube.com/watch?v=Xo1jJJGhneg&feature=youtu.be&t=27m20s   

 

100x more voices than with CPU (reduces CPU load) 

very accurate 3D audio (not just 2D surround)

position data is extracted from the game

convolution reverbs 

Izotope plugins

etc.

 

 

Regards

arti

 

P.S. Sorry Ben I have not a chance to hear the final Saab simulation aside from the fact that I've authored my own early versions of Saab sound simulation in "dream sound" back then in 2011 before I've broke up cooperation with XA. 

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