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What a pleasant surprise in FBW's A32NX

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I love that you can see exactly what new features are being worked on via the github site. The depth of simulation is extremely impressive (hydraulics, electrics etc). 

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6 hours ago, tup61 said:

Isn't that realistic? I wonder how much you can actually hear in real life while sitting in the cockpit. I do know a lot of developers exaggerate the volume of some sounds because people expect to hear everything in the cockpit even though you won't hear some sounds in real life. I do suppose FWB is going for realism here. (Haven't tried the update myself yet: that'll have to wait until coming weekend.)

I was actually able to get some additional feedback from their Discord (sound thread).  I guess what I am looking for is the actual boarding sound, literally folks boarding/deboarding just feet away from an open cockpit door.  We have all experienced this.  I dont know if FBW is assuming that the door is always closed (thus modeled that way) and the lock/unlock ... well, does only that.  I understand that once the door in real life is closed, then yes it would be quite muffled - but I am trying to address sounds when the door would be physically open. 

I can say that they (discord) were nice enough to post two video captures of the pax sounds in the sim as a test for me.  But, even with the one in the cabin view, it is barely audible, I literally had to max the volume on my headset, close my eyes, and concentrate to barely hear a muffled voice sound.  If that were only true in real life I would not have to wear my noise cancelling headset 🙂

 


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10 minutes ago, Mike S KPDX said:

I was actually able to get some additional feedback from their Discord (sound thread).  I guess what I am looking for is the actual boarding sound, literally folks boarding/deboarding just feet away from an open cockpit door.  We have all experienced this.  I dont know if FBW is assuming that the door is always closed (thus modeled that way) and the lock/unlock ... well, does only that.  I understand that once the door in real life is closed, then yes it would be quite muffled - but I am trying to address sounds when the door would be physically open. 

I can say that they (discord) were nice enough to post two video captures of the pax sounds in the sim as a test for me.  But, even with the one in the cabin view, it is barely audible, I literally had to max the volume on my headset, close my eyes, and concentrate to barely hear a muffled voice sound.  If that were only true in real life I would not have to wear my noise cancelling headset 🙂

 

Open the cockpit door (unlock it) and the sound will be just as audible as from the cabin. Close (lock) the cockpit door and you barely hear it.

It does sound like some people aren't hearing it even when they switch to the wingviews, which is something the devs might have to look into.

Edited by WestAir

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15 minutes ago, WestAir said:

Open the cockpit door (unlock it) and the sound will be just as audible as from the cabin. Close (lock) the cockpit door and you barely hear it.

It does sound like some people aren't hearing it even when they switch to the wingviews, which is something the devs might have to look into.

Yeah, it may be impacted by 3D (surround sound) type of head sets like mine, I dont know, but it looks like it will be the start of a long trouble shooting experience for me.  This one is worth chasing down as I dont think FBW will adjust (as it works for most) or unless they provide a volume slider on the tablet for this (possible).  I will keep working on it because one of the folks on the discord stated that with the door unlock, the boarding sounds are similar in volume to the PACX addon product (which seems like a very realistic sound level).


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Fantastic to get inmersion, actually using Luke air tool.

So, this addition will mean sounds could be modable based on triggers, events or variables? Turbulences = screaming pax 🙂

 

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2 hours ago, zalox said:

Fantastic to get inmersion, actually using Luke air tool.

So, this addition will mean sounds could be modable based on triggers, events or variables? Turbulences = screaming pax 🙂

 

Dont know if they can be or will be modifiable by the casual end user, but these are the current triggers:

  • Boarding sound begins when the W/B boarding is started. Once passengers are on the plane, a constant passenger ambience sound plays.
  • When boarding is finished, the flight attendant says "boarding completed." 30 seconds later the captain says a "welcome on board" speech. 
  • Beacon light triggers the FA "arm doors" announcement, then 30 seconds later a safety demo.
  • The cabin ready trigger + engines being on triggers the "prepare for takeoff announcement." The logic might change for this though.
  • At the cruise phase, 30 seconds later the captain makes a cruise announcement.
  • At the descent phase, 30 seconds later the captain makes a descent announcement.
  • Cabin ready and being in landing phase activates the prepare for landing announcement.
  • Being in the after-landing phase and deactivating beacon light triggers the disarm doors announcement.
  • Deboarding through the W/B section triggers the deboarding sound.
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what is W/B?


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1 hour ago, Bill A said:

what is W/B?

Weight and balance. It's part of the ATSU / AOC menu to load passengers onto the plane.

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I don't know if I'm missing something, but the new exp version has plenty of sounds that I found wonderful. Plenty of boarding noises and conversations (muffled), announcements by both FA and Captain, that included safety briefing. I could hear it all plain as day. 

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8 hours ago, Alaska738 said:

For announcements, you can have them also with fs2crew.

FS2Crew is pay ware and all but bug-free, while FBW's A32NX is free for all to enjoy and made by a team of hardworking people.

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Kind regards,
Hans van WIjhe

 

Acer Predator P03-640 2.10 Ghz Intel 12th Gen Core 17-12700F 32GB memory, 1.02 TB SSD HD, 1.02 TB HD,  NVidia Geforce RTX 3070 16GB Memory, Windows 11 (x64)

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10 hours ago, Mike S KPDX said:

Dont know if they can be or will be modifiable by the casual end user, but these are the current triggers:

  • Boarding sound begins when the W/B boarding is started. Once passengers are on the plane, a constant passenger ambience sound plays.
  • When boarding is finished, the flight attendant says "boarding completed." 30 seconds later the captain says a "welcome on board" speech. 
  • Beacon light triggers the FA "arm doors" announcement, then 30 seconds later a safety demo.
  • The cabin ready trigger + engines being on triggers the "prepare for takeoff announcement." The logic might change for this though.
  • At the cruise phase, 30 seconds later the captain makes a cruise announcement.
  • At the descent phase, 30 seconds later the captain makes a descent announcement.
  • Cabin ready and being in landing phase activates the prepare for landing announcement.
  • Being in the after-landing phase and deactivating beacon light triggers the disarm doors announcement.
  • Deboarding through the W/B section triggers the deboarding sound.

Thank you for providing this list of announcements.


Kind regards,
Hans van WIjhe

 

Acer Predator P03-640 2.10 Ghz Intel 12th Gen Core 17-12700F 32GB memory, 1.02 TB SSD HD, 1.02 TB HD,  NVidia Geforce RTX 3070 16GB Memory, Windows 11 (x64)

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We are also planning to prepare an announcement and documents update for onboard ambience sounds.

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FlyByWire Simulations
 

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18 hours ago, zalox said:

Fantastic to get inmersion, actually using Luke air tool.

So, this addition will mean sounds could be modable based on triggers, events or variables? Turbulences = screaming pax 🙂

 

The actual sound files are not modifiable by the end user, thus, our sound man Boris would soon be including announcements based on different airlines from different regions, that can be selected from the EFB or even better, adjusted according to the livery that you are using. (Long term plans, so it may take a while before it lands on any of the versions). 

Can say the same for other ambient sounds such as noise during turbulence, hard landings, and so on. It would come in due course of time. Did I mention crying babies? 😆

 

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Developer - FlyByWire Simulations

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21 hours ago, Mike S KPDX said:

Yeah, it may be impacted by 3D (surround sound) type of head sets like mine, I dont know, but it looks like it will be the start of a long trouble shooting experience for me.  This one is worth chasing down as I dont think FBW will adjust (as it works for most) or unless they provide a volume slider on the tablet for this (possible).  

The boarding sounds seem very soft to me from the cockpit with the door unlocked. I'm using surround sound - Dolby Atmos with 5.1.2 speakers. Interior wing view sounds are audible but too low in volume in my opinion.


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