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Guest Karl R Pettersen

Need help making sound file...?

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I am trying to make a sound set using real erj 145 recordings but, I do not understand how to write it out in the sound config file..Any help will be greatfull. Thanks,Will post file once it is finally done as freeware.

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Well, since nobody answered... I don't have any experience with jets, but I assume the same rules might apply.0. Obvious, but... Get the container SDK, it will explain a few things. There are also a few things that are not explained here, but more on that later.1. Prepare the soundfiles. There are a couple of guidelines that I like to use myself: a) Keep separate files for left and right versions, where the right have an offset (move part of the end of the sample to the beginning). This ensures no phasing problems when changing views. However, the creation of a separate soundfile for the other engine is always done at the end, or when the sound is "perfect".:( Make sure the recording has a bias at or very close to zero, otherwise it can become a nightmare to find good looping points. Also, pay attension to sound level - never allow peaking levels.c) Keep the loops long enough - never mind the filesize! Prepare for handling the loop points when the sample is good enough to use.d) Get rid of pops, cracks, and unwanted noise in the sample. If you do live recordings, also record the "silence" - this can be used to set as noise level which you might want to filter out.e) Use dynamic filters to even out the sound level in the sample. This greatly helps "pulsating sounds" which are especially noticable in short loops (:)9. Always get a second opinion or five. It is very easy to get deaf on the sound, where other people might have objections or even opinions and suggestions.10. Try to create or enhance to get rollsounds you might expect to hear in the real thing. These are close to impossible to obtain on recording for obvious reasons, so just use your imagination and creativity. I obtained good "plank runway" sound from driving around in Need For Speed Underground2 :D11. "Plank Runway"? Yes, and this is the part which is not explained in the SDK which only explains the first 16 bits of the sound "flag" (the flag parameter is where you can toggle which bits should play which sounds). Here is a list of possible flags, and flag variations:// 0=No flag-- bit0:1=Disable sound//1 bit1:2=Concrete//2 bit2:4=Soft, bumpy ground (landable)-- bit3:8=Water//3 bit4:16=Very bumpy grass & mud (crashable)//1 bit5:32=Asphalt//2 bit6:64=Short grass//2 bit7:128=Long grass//3 bit8:256=Hard turf//4 bit9:512=Snow//5 bit10:1024=Ice//4 bit11:2048=Urban//2 bit12:4096=Forest//3 bit13:8192=Dirt runway//3 bit14:16384=Coral runway//4 bit15:32768=Gravel runway//5 bit16:65536=Oil treated (tar&chip) runway//6 bit17:131072=Steel mats (steel mesh) temporary runway//5 bit18:262144=Bituminus.//2 bit19:524288=Brick.//3 bit20:1048576=Macadam.//2 bit21:2097152=Planks.//2 bit22:4194304=Sand.//4 bit23:8388608=Shale.//4 bit24:16777216=Tarmac.//1 = 2+32=34//2 = 4+64+128+4096+524288+2097152+4194304=6820036//3 = 16+256+8192+16384+1048576=1073424//4 = 512+2048+32768+8388608+16777216=25201152//5 = 1024+65536+262144=328704//6 = 131072//Sum = 33554422 = 1111111111111111111110110 Which seems correct comared to the unused flags aboveUse the windows calculator to calculate these bit values if you need to.Hope this was of any use to anybody.Sorry for the long post, I just got bored and got a bit into the typish corner :(

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