A6M sounds
#1

This is complete and only needs to be placed in your mods folder.

Its WIP just so i can get some feedback from the community first, and make any minor adjustments if there are any trends or problems people need fixed.


download here:

http://www.filefront.com/14750347/A6m.zip


you will also want:

http://www.filefront.com/14750319/propbuzz

this adds a prop buzz that can be heard at a distance




let me know what you think

example posted here: viewtopic.php?t=20886





Bill
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#2

Thank you! Works like a charm.

Now I am addicted to pressing F3 button every 4 seconds Big Grin
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#3

Thank you very much!
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#4

Thanks, really nice sounds!
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#5

I really like these sounds for the A6M. If you could make the outside sounds a bit louder, that would be great.
Nice work. Thank you. Big Grin
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#6

Bombsaway Wrote:If you could make the outside sounds a bit louder, that would be great.

Yes, please, louder..

But it sounds really great though Big Grin
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#7

Great sounds, the best ive heard for the zeros by far!!!!! but could be louder,as others have mentioned. Keep up the great work, And Many Thanks!
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#8

a lot of my responses have asked for a volume increase which i'm still considering.
There are two reasons why i haven't.

One is because upon playing (against) the zero, i have no trouble hearing its distinctive engine sound. I also think for continuity sounds outside the cockpit should be somewhat limited even with my attenuation maxed out.

Two...Most of my sounds are actually turned down a couple notches anyway to prevent clipping. Sometimes you hear a crackling or popping because of this. A lot of sounds are too loud, so they sound like crap.
My philosophy is to lower the wav files a bit, to prevent clipping and then the user can turn up the nob for volume.

The tricky part is that other sound mods might be at full blast and even borderline clipping, and the creators might not realize that its clipping or that in combination with other sounds it clips and results in crackling.


This Zeke sound might be a bit quiet but you might also notice how clean it is. This is not easily achieved at higher volumes especially with the multiple layers of sounds going on with in each engine or weapon.

It is still something i'm playing with, and on my end it sounds pretty good where its at.

Also keep in mind that other sounds like the ones for jets or bombers should obviously be louder and more apparent than most single engine airplanes.
I'm not here to force my will or my opinions on how it should be, but i think you should first use the mod for a week or two and if you still think it needs to be louder, then i will revisit this idea.




Bill
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#9

The Il-2 game engine is designed to play wav files that are at a sample rate 11000. You have saved yours at 44100. More than four times what the game was designed for. You will loose sound quality because the game is struggling to play them and will not reproduce them correctly.
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#10

Bee Wrote:The Il-2 game engine is designed to play wav files that are at a sample rate 11000. You have saved yours at 44100. More than four times what the game was designed for. You will loose sound quality because the game is struggling to play them and will not reproduce them correctly.

Thanks for bringing this to my attention, although i must say that i've done plenty of work to know that this is not entirely accurate.

I really only use two sample rates: 22.5khz for sounds that don't require a wide range. If i have an engine sound that has some good lows and really nice clarity on the treble end then i'll use the 44.1khz. For most sounds this is the choice because its the best quality, and i'm not sure where you got the 11.025khz from. That could be from an older version of the game when that sample rate was more common. If you look under your sound set up, you have the option to run it in 44.1khz.
For me, there is not much difference in performance here.

You have to give me the benefit of the doubt here, being that i'm a sound junky, and trying to fix an imperfection like a pop or crackle becomes top priority for me.

I've gone from 11.025khz all they way up to 44.1khz, and regardless of the sample rate, if the level is off, as in too loud, you get a pop or a crackle. This has been true for other games i've worked on. It also holds true for much of the music I've worked on. yes my CDs, are much louder, Big Grin but with in this sim, the game is more senstive to the layering of sounds, which could probably take an entire college course to describe.

It was also rumored that lower sampling rates ease CPU loads, but when i tried this i saw no change, not even one frame gained using a lower sampling rate. I don't know maybe i would have a slightly faster load time, but the difference was not visually apparent.

Sometimes the recordings are bad. If you have a recording that was originally done at 24 or 32 bits, and it has to get crushed down to 16 bits, your gonna hear some garble there. That's really a formatting issue though, as going from higher bits to smaller bits is cake, but the other way around its harder to maintain quality.

Where sampling rate might be an issue is with larger files. Online this might require different loads depending on the objects but I just don't see many samples that are long enough to be a danger of causing a crash. I haven't tried but i think you could use a sample up to a minute long at 44.1khz with no hassle. I see no use for a sample that long though.


This thing with the volume is my prerogative, and i don't expect everybody to follow suit. Most of my recordings are inline with this approach and so far i'm happy with these results. I know other people can't possibly hear what i've been hearing, so its just something that people might try through their own interest or form the cooperation of other sound modders.







Bill Big Grin
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#11

I have been struggling a lot with my sounds to. Some engines (eg f4 f6) had cracks, others were fine. I finally fixed it by resampling everything to 22 khz, mono, 16 bit, windows pcm (wav) format.
The voices however need to be at 11 khz however for some strange reason. When I tried to resample these I lost them altogether.. :???:
Then in game I also set my sound to 22 khz, and no more crackling sounds! Big Grin
Furthermore I found that if you keep the engine volume below 100 in the prs files, you will not hear them from miles away. I set mine all at 90 for fighters, and 95 for extra heavy engines (f4, F6, FW, etc), jets and bombers
This did mean I had to tune down the guns ans explosions as well; guns 100, 110 for cannons, light flak 130, heavy flak 150.
And finally I played around with the prs files:
mode normal pos for sounds you want to hear from far (explosions) , for engine I used
mode relobj pos
type mixer
infinite 1
EAXMix 0.95
occlusion -9
occllf 0.25
eaxroom 0.5
obstruction -7
obstrlf 0
mutable 1

For weapons I used:
[common]
mode relobj pos
type mixer
infinite 1
EAXMix 0
occlusion -200
occllf 0.25
eaxroom 10
obstruction -200
obstrlf 0.25
mutable 1

in the prs you also need to select the right files for the right environment:
I think env 0 is the cockpit
env 8 is (tail)gunner and\or open cockpit
env 2 is external
But I am not really sure here..
Also different modders use differentr codes: some sounds start with x for extarnal, others used *_ex and *_in for internal and external sounds; my current sounds are a cocktail of different sound mods.
I never found a guide for this.. Maybe one of the great sound modders (Jafa?) could enlighten us? 8)

But there is a great sound mod on the way from Tiger; from what I understood he even rewrote the Java code. So maybe we should just sit this one out.. Smile [/i]
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#12

Tigers mod sounded awesome and will do wonders for the sounds in this sim. Until then, im sitting on some projects of my own, which i've put some time into.
I'm not sure i will release them, but who knows. The Tiger project still might be many more months away. I haven't heard any other news.

Its a bit of a hobby for me anyway, i'd probably still be fussing with the sounds even with a great mod pack. Its just my nature.

I realize what i said earlier might've sounded a bit harsh or critical of some of the work done by the modders here, and many of those sounds are great, but some have issues for what ever reason. It is known, and really i'm just thinking of some solutions and possible fixes. Try to put my own ego aside and do what i can to get my game going again.


Now my issue seems to be CTR=2 compliance, so there are other things to keep me busy.



Bill
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