[MOD] SFX_0.9 (with gun sounds)
#31

ok thx wasy - im going to download this & obtain the new data
btw plz chk your PM
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#32

Really enjoying version 0.6 and looking forward to 0.7 and hopefully that big radial P47 engine.

Thanks
Wasy
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#33

Change list 0.7

- another step to performance - 22 kHz sound settings now suport (realy i don't hear difference in gamesound on 22kHz and 44kHz)
- Allison added (with difference between P38 and P39,P40)
- R2800 added (with little difference between P47 and F4U)
- Griffon added (for 25Lbs Spitfire)
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#34

I installed the mod under the sound mod 9.3 and the Griffin engine doesnt work? Or isnt it compatble with Sound mod 9.3?
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#35

I've done was said in the 'readme' but the game crashes at 60% which it hasn't with the other version of this m8.

Any clues?

[Image: catpongaq4.gif]
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#36

SG2_Wasy Wrote:Change list 0.7

- another step to performance - 22 kHz sound settings now suport (realy i don't hear difference in gamesound on 22kHz and 44kHz)
- Allison added (with difference between P38 and P39,P40)
- R2800 added (with little difference between P47 and F4U)
- Griffon added (for 25Lbs Spitfire)

Thanks Wasy,
Everything working fine and love the R2800. The only thing that has changed is I can't hear the guns sounds now.

Regards
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#37

Hot Space Wrote:I've done was said in the 'readme' but the game crashes at 60% which it hasn't with the other version of this m8.

Any clues?

Same problem here. I installed this mod in the same way I installed past SFX 0.X versions, and never had a problem...until now. Game stops at 60%.

HELP!
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#38

Hot Space Wrote:I've done was said in the 'readme' but the game crashes at 60% which it hasn't with the other version of this m8.

Any clues?
all simple, it's conflict with other buttons file from other mod, i think from spitfire mkI mod.......
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#39

So this stuff is still in beta mode? Can someone tell me, or write a preview about all the sounds, what they do compared to the other sound mods, I have asked a couple of times, but there are many people who don
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#40

Hot Space Wrote:I've done was said in the 'readme' but the game crashes at 60% which it hasn't with the other version of this m8.

Any clues?

The mark1 is installed and thee 0.7 uses a different file and therefor the Mark1 looks for a FM.. and dosent find it in the new file.. give us some time to make a installer for 0.7
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#41

Ok folks. Thanks for the info 8)

[Image: catpongaq4.gif]
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#42

[quote="godverdoom"]So this stuff is still in beta mode? Can someone tell me, or write a preview about all the sounds, what they do compared to the other sound mods, I have asked a couple of times, but there are many people who don
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#43

Hiya Wasy...
did you use AC_installer v.1.6 for this - because if you didnt then we are going to have reprogram it all for this sound mod :?

the other thing is the buttons file will stop the spit & other mods from working properly
can we make this like the other sound mods please - this will make it compatible ..i can make the new AC_installer compatible with this too but it will take some time
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#44

Thanks Wasi, this is great,

I converted a 9.3 sound structure using 0.7FX & 22khz samples (by renaming samples and changing the PRS preferences files to utilise SFX and SFX samples with other 9.3 sounds added at 22khz mono when required.) Works great in 22 & 44 khz.

I like this a lot, much smaller samples, definite performance improvement. Much more directional sound (it sounds more akin to the il2 sound system but playing from the correct engine samples).

I changed the level (value) of all internal engine sounds from 12 to 10 in the PRS files which seems to allow me to hear other external planes and gunfire etc a little bit better.

Have got all aircraft sounds (main work was on a set of Mercury samples and Jumo in addition to what you have already done ).
Here are my current pre-sets and samples folder:- (a little rough but its an indication of what this does):-

http://www.badongo.com/file/9827425

(Updated 11th June...a lot more refined, all aircraft engines running fine.)

All you have to do is keep a 9.3 button (may work with 9.1 or 9.2 also ?) structure (don't touch anything or install SFX) and back up your soundmod samples and pre-sets folder, replace with these and boot up il2...should work in 22 or 44khz.

Great continued development
Big Grin
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#45

After continued deafening tweaking and experimentation:-

I really would like to do more with this:-

The PRS files have certain 'trigger' commands...and then a sample is played:-

These are :-

'start'
'rpm'
'damage'

and there are some pre-set start sequences.

Pitch it appears is automatically included universaly & works fine.

Increasing bass frequency volume in higher rev samples seems to help better create the illusion of 'power' in many engines.

are there any other commands it is possible to use ?

I particularly want to recreate the engine splutter, or popping sound when many engines were throttled back rapidly. I have heard similar with neg G cut out but there is no reference to this in the PRS files although there must be a default trigger and sample name ?

Is there a 'sound' forum to get to expand on this ?...this is systemic rather than sample related.

Ehhh..what was that..?..you will have to SHOUT !



note):- From my experiments I know that aircraft engines are assigned to aircraft by the button file yes ?

In 9.3:- the P-51 's references the Rolls_Royce_merlin (try it, delete the Packard_merlin samples or preferences) although presets and samples for the packard-merlin are included. Is it possible to alter this ?

In SFX Wasi gives us samples for the Griffen engines for Spit IX25lb (but I am sure that this will be of more use in future ?...again any chance of also associating this in 9.3 so that people can get on this in good time ?
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