Atreides Posted July 28, 2009 Posted July 28, 2009 So, I know that the new feature in the oatch is that uf going supersonic you dont hear t=any of the engine sounds but, doing 300kph oon bothese a/c(s) I have no sounds till I light up the burners, any insights from the members here ? Here's what I'm using for the sounds [sound] EngineSoundName=Su15Engine AfterburnerSoundName=JetBurner DamagedEngineSound= FlapsSoundName=Flaps AirbrakesSoundName=Airbrakes GearsSound=Gear LandingSoundName=TireTouch Quote
Fubar512 Posted July 28, 2009 Posted July 28, 2009 Do you have the Su15Engine.wav file in your sounds folder? If so, and if you still do not have any engine sound effects, that file may either be corrupt, or incompatible with the game engine (not a monaural 8-16-bit .wav file). Quote
+Jug Posted July 29, 2009 Posted July 29, 2009 So, I know that the new feature in the oatch is that uf going supersonic you dont hear t=any of the engine sounds but, doing 300kph oon bothese a/c(s) I have no sounds till I light up the burners, any insights from the members here ? Here's what I'm using for the sounds [sound] EngineSoundName=Su15Engine AfterburnerSoundName=JetBurner DamagedEngineSound= FlapsSoundName=Flaps AirbrakesSoundName=Airbrakes GearsSound=Gear LandingSoundName=TireTouch If you add the following to the [sound]: WindSoundName=windloop I have found the cockpit noise to be quite realistic. If you lose your sound completely when you come out of AB, I suggest you check to see if the Su15Engine.wav file is even in your Sounds folder. If not, just put the generic 'JetEngine' as the EngineSoundName. Quote
+331Killerbee Posted July 29, 2009 Posted July 29, 2009 Also, Did You add the Sound to the Soundlist.INI and save it to Your Flight Folder? You may have or have not the right .Wav File Format as Fubar has suggested. Even if You do, By not adding it to the Soundlist.INI will keep it from not working in SF2 Series. The "Saved-Modded" Soundlist.INI is kept in the Flight Folder of Your Install. Quote
Fubar512 Posted July 29, 2009 Posted July 29, 2009 Engine, afterburner, winloop, flap, airbrake, tiretouch, and rwr sounds don't require a soundlist entry. Quote
Erwin_Hans Posted July 29, 2009 Posted July 29, 2009 You can use MiG-21F-13 sound too. J-8I have two WP-7B engines,which is upgrade from WP-6,a copy from MiG-21F-13. By the way,there are some J-8 project still alive.. Quote
Atreides Posted July 31, 2009 Author Posted July 31, 2009 If you lose your sound completely when you come out of AB, I suggest you check to see if the Su15Engine.wav file is even in your Sounds folder. If not, just put the generic 'JetEngine' as the EngineSoundName. The SU-15 seems to have no sound "issues" at all and I've tried the generic Jetengine sound as well and still no dice, that's why I'm at a complete loss ! Quote
Fubar512 Posted July 31, 2009 Posted July 31, 2009 Then you're either not editing the right data.ini (the one called out in the Su-15.ini), or there's a typo somewhere. Quote
+331Killerbee Posted July 31, 2009 Posted July 31, 2009 Engine, afterburner, winloop, flap, airbrake, tiretouch, and rwr sounds don't require a soundlist entry. Ah! But they do. If You don't make the Entry, The Game Defaults to the "Core" and uses the Default Sounds or none at all. Example: This is from Overkills O-1A.... In the O-1AData.ini [sound] EngineSoundName=o-470-11 windSoundName=o1ecabin DamagedEngineSoundName=PROPDMG StallsoundName=o1stall FlapsSoundName=Flaps GearsSoundName=NULL LandingSoundName=o1egtouch EngineSoundPosition=0.0,1.70,0.0 Now from the Modded SoundList.INI that's Kept in the "Flight" Folder that's kept in the, What the Community has been calling the "Mod" Folder or the Folder that one make His or Her Mods in..... [soundList] SoundFile030=PROPDMG SoundFile031=LMG SoundFile032=HELOSKID SoundFile033=NULL SoundFile034=o1ecabin SoundFile035=o1egtouch SoundFile036=o1stall SoundFile037=o-470-11 SoundFile038=o1stall [PROPDMG] Priority=LOW 3DSound=TRUE DopplerEffect=TRUE Looped=TRUE NumBuffers=4 FrequencyControl=TRUE MaxDist=1000.000000 MinDist=100.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0 [LMG] Priority=NORMAL Looped=TRUE NumBuffers=4 3DSound=TRUE DopplerEffect=FALSE MaxDist=1000.000000 MinDist=50.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0 [HELOSKID] Priority=NORMAL Looped=FALSE NumBuffers=1 3DSound=TRUE DopplerEffect=FALSE MaxDist=100.000000 MinDist=50.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0 [NULL] Priority=NORMAL 3DSound=FALSE NumBuffers=1 Looped=FALSE [o1ecabin] Priority=NORMAL 3DSound=FALSE NumBuffers=1 Looped=TRUE [o1egtouch] Priority=NORMAL Looped=FALSE NumBuffers=1 3DSound=TRUE DopplerEffect=FALSE MaxDist=100.000000 MinDist=50.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0 [o1stall] Priority=NORMAL 3DSound=FALSE NumBuffers=1 Looped=FALSE [o-470-11] Priority=LOW 3DSound=TRUE DopplerEffect=TRUE Looped=TRUE NumBuffers=4 FrequencyControl=TRUE MaxDist=1000.000000 MinDist=100.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0 By using the Example above, I've been able to help out Diego get the O-1 Sounds for OverKill's Excellent Model. Also it seems to work for all Sounds. It's the Method I used to help Malibu43 Get the Flak Sound in His Ground Enhancment Pack for SF2V. It should work for all Sounds that are added to Your Install. If You don't make the Entries in the Soundlist.INI, The Game's "Core" doesn't know to Read the Sound File for certian Sound Files. 331KillerBee Quote
Fubar512 Posted August 1, 2009 Posted August 1, 2009 Ah! But they do. If You don't make the Entry, The Game Defaults to the "Core" and uses the Default Sounds or none at all. Not since the SP3 days. Download my my 5 year old "megapack" and read the "mega readme" file Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.