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Guest PaavoP

sounds for effects

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Is it possible to attatch a sound to an effect file in Flight Simulator? Example: hear a blast and rumble during a volcanic eruption. A response to this would be very helpful.-Scott Armstrong

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Guest InBetween

Greetings,It is indeed possible, ala the default fireworks display,or the flying chickens in the barnstorm effect in FS2004.Open the file fx_barnstorm.fx (in the FS9effects folder)with Notepad and see the lines:Sound=5Sound Param=40These lines call a sound that is "hard-coded" into the Sim.The Sim looks for a specific wav file connected to the number "40",in this case the wav file "barn.wav" found in the FS9sound folder.Cfs2 used this a lot in the effects files, here is the list:----------------------------------------------------Sound filenames associated with effects file entries----------------------------------------------------Sound type "5"Where three filenames are listed, one will play atrandom at each initiation of the effect...----------------------------------------------------FX file entry sound file(s)----------------------------------------------------Sound=5Sound Param=0 firework.wav----------------------------------------------------Sound=5Sound Param=3 xvlg_exp.wav----------------------------------------------------Sound=5Sound Param=4 amb_aexp1a.wav amb_aexp1b.wav amb_aexp1c.wav----------------------------------------------------Sound=5Sound Param=7 amb_aexp2a.wav amb_aexp2b.wav amb_aexp2c.wav----------------------------------------------------Sound=5Sound Param=10 amb_aexp3a.wav amb_aexp3b.wav amb_aexp3c.wav----------------------------------------------------Sound=5Sound Param=13 amb_aexp4a.wav amb_aexp4b.wav amb_aexp4c.wav----------------------------------------------------Sound=5Sound Param=16 amb_wexp1a.wav amb_wexp1b.wav amb_wexp1c.wav----------------------------------------------------Sound=5Sound Param=19 amb_wexp2a.wav amb_wexp2b.wav amb_wexp2c.wav----------------------------------------------------Sound=5Sound Param=22 amb_wexp3a.wav amb_wexp3b.wav amb_wexp3c.wav----------------------------------------------------Sound=5Sound Param=25 amb_wexp4a.wav amb_wexp4b.wav amb_wexp4c.wav----------------------------------------------------Sound=5Sound Param=28 amb_gexp1a.wav amb_gexp1b.wav amb_gexp1c.wav----------------------------------------------------Sound=5Sound Param=31 amb_gexp2a.wav amb_gexp2b.wav amb_gexp2c.wav----------------------------------------------------Sound=5Sound Param=34 amb_gexp3a.wav amb_gexp3b.wav amb_gexp3c.wav----------------------------------------------------Sound=5Sound Param=37 amb_gexp4a.wav amb_gexp4b.wav amb_gexp4c.wav----------------------------------------------------Sound type "6"These sounds play at one of four different "speeds" or "tones", chosen randomly each time by the Sim...The filename listed will play at each initiation of the effect, with four possible variations...----------------------------------------------------FX file entry sound file(s)----------------------------------------------------Sound=6Sound Param=1 imp_large_a.wav----------------------------------------------------Sound=6Sound Param=2 imp_large_b.wav----------------------------------------------------Sound=6Sound Param=3 imp_large_c.wav----------------------------------------------------Sound=6Sound Param=4 imp_large_d.wav----------------------------------------------------Sound=6Sound Param=5 imp_large_e.wav----------------------------------------------------Sound=6Sound Param=6 imp_med_a.wav----------------------------------------------------Sound=6Sound Param=7 imp_med_b.wav----------------------------------------------------Sound=6Sound Param=8 imp_med_c.wav----------------------------------------------------Sound=6Sound Param=9 imp_med_d.wav----------------------------------------------------Sound=6Sound Param=10 imp_med_e.wav----------------------------------------------------Sound=6Sound Param=11 imp_small_a.wav----------------------------------------------------Sound=6Sound Param=12 imp_small_b.wav----------------------------------------------------Sound=6Sound Param=13 imp_small_c.wav----------------------------------------------------Sound=6Sound Param=14 imp_small_d.wav----------------------------------------------------Sound=6Sound Param=15 imp_small_e.wav----------------------------------------------------Sound=6Sound Param=16 imp_small_f.wav----------------------------------------------------Sound=6Sound Param=17 imp_small_g.wav----------------------------------------------------In FS2002/4 these still work, just use one of the combosabove in naming the new sound....EDIT:I forgot to mention the limitations:Sounds are "global" (heard everywhere).Sound plays once per effect initation, for the length of the wav file.Regards,JR

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Guest Frank Betts

That would be nice if you could trigger a certain spot. Say, when you pull up to a designated area and then you would hear a recorded instruction or what ever.

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Yeah, it would be nice if Microsoft would make the sound parameters a little more versatile. I'm trying to get the sound to play 20 seconds into the effect, and i guess the only way to do that is to record 20 seconds of silence before the sound comes in in the wav file. A parameter for volume would be helpful as well. Oh well; maybe in FS2006. :-(

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Guest PaavoP

Well, it is possible to play a sound at an certain location (I've tested it and it works just fine). You have to create two files: a controller and a effect file.Here's how I did it:---The Controller (Cntrl_estscen_summerday.fx)---[Library Effect]Lifetime=5Version=1.00Radius=500Priority=0[controller.0]lifetime=0.0, 0.0 type=3 distance=500.00, 500.00 //effect will be triggered if user is 500m or less away from the controller delay=10.00, 10.00x offset=0.00, 0.00 y offset=0.00, 0.00 z offset=0.00, 0.00effect.0=fx_estscen_summerday, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00----------------------------------------------------The effect itself (fx_estscen_summerday.fx)---[Library Effect]Lifetime=5Version=2.00Display Name=Kevadel, suvel ja s

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