mods request
#1

There is a lot of different things that can be done in these prs files, but one limitation is that the cockpit and external sounds are controlled off of the same prs.
If they were under different prs files, then you could have a more solid sounding cockpit with out the fade outs needed for the external sounds.
The [spl] setting controls how far away the sound is heard, but in the cockpit you don't really need this and by having it you might notice that it effects other sounds like the guns or the wind shutters. If there is no spl setting in the prs, then the cockpit sounds won't disrupt the volume of these other sounds. So it seems to mix a bit better, but then your external sounds are only heard from very close to the plane with out an [spl] command.

I'm trying to figure out a way around this, because some sounds, particularly on the external side should only be heard while close to the plane, while others should only be heard from a distance.
With one prs controlling internal, external and distance, it gets hard to focus commands to do each of these things with out disturbing the settings of other sounds in the prs.
Modding the buttons for more prs is ideal, but this presents a compatibility issue unless it is worked into the entire UI installer for every plane.


bill
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#2

Go for it , all good ideas !!!

+1

S! HG Tongue
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#3

Is'nt it what this guy also was trying to do?

viewtopic.php?t=16145

Smile
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#4

Eexhaton Wrote:Is'nt it what this guy also was trying to do?

viewtopic.php?t=16145

Smile

This is on the right track but it seems that he is talking about Attenuation, which is actually in the game config.ini under sound.
You won't hear planes or sounds outside the cockpit beyond a certain distance, and that distance gets lower with a lower attenuation setting.

I think what i'm getting at is that the sound model of most planes includes sounds that you could really only hear if you are next to the plane, where the further you get, the lower frequencies are heard, and you won't hear as much hissing from the engine.

I've been modeling sounds to not include so much engine noise, and instead just model what you should hear in a fly by. However, there is still something lacking that requires the need to add some other frequencies , but again , these are difficult to balance under one prs where every sample competes over the same SPL setting.


I'll post a plane (coming soon...... P-40 sound mod) that i've been working on, and you can see/hear what i'm talking about.
The Il2 sound engine is capable of much more than what is currently put to use, and much of that has to do with the lack of assigned prs files.

Its probably because it is an older game, and some sounds were left out to help improve over all performance of the game. Now that most machines can run the game with perfect or excellent settings, it seems that there's a lot more room to adapt some new prs files.
This is something i could probably learn to do, but i know there are people who are much more capable at that aspect who could probably do what would take me weeks to learn, in only a few days.
I will still take on the task just to learn it and get a better idea of those functions.

Bill
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