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Author
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Topic: how to insert new sounds?
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li'l bastard Pilot
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posted 06-05- 05:16 PM
I used the program to open the sound files of Jane's WW2 Fighters and thought we could use some sounds of it, as many of them are f*****g better than the original ones... What do you think? Btw, can u tell me how to modify the original sound files, apart from the ones of the planes?Thanks ------------------
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Snickers Pilot
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posted 06-05- 05:39 PM
Create a directory under the aircraft called sounds (Just like you would for a texture). EnginStart.wav EngineRun.wav and EngineStop.wav are valid names.I am not sure how long each of these has to be. (If it takes a long time for the prop to start, you don want a short EngineStart file...) Find a copy of Goldwave. It allows you to edit wave files. Then go have fun! ------------------ Snickers =FC=
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spin Pilot
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posted 06-05- 08:05 PM
Or better still, download Meatwater's sound pack for SDOE. Most of the standard sounds have been upgraded in this pack. It will give you the starting point for most of the sound files you may want to enhance.IP: Logged |
Snickers Pilot
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posted 06-06- 10:25 PM
Meatwaters is a good place to start. However, when I had meatwaters installed I coouldnt hear incoming radio traffic on RW when flying the P-38. (RW was more important so guess what won....  ------------------ Snickers =FC=
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Bryan Russell Pilot
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posted 06-06- 11:15 PM
One thing that might be a catch for the WWII fighters sounds is that I think they mix several sounds together at runtime to get the effects. The flyby sound is canned as well so that wouldn't translate across to SDOE unless support was added in code. ------------------
[This message has been edited by Bryan Russell (edited 06-07-2000).] IP: Logged |
Qtip Pilot
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posted 06-07- 05:41 AM
On the topic of sounds, I've noticed a lot of the aircraft engine startups have long silences after you start the engine before the enginerun sound kicks in. FW190 being one of them. I have Meatwater installed. Anyone know if this is the norm or am I experiencing something on my own here?IP: Logged |
Commando Pilot
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posted 06-07- 06:36 AM
The engine run sound seems to kick in when the prop has got to a certain rpm. The spit1a has a heavy prop so takes a long time to get upto speed and so needs a longer startup. We either need a std prop weight or more true to life startup sound lenghts, my pref would be for the latter and allow the plane builders to keep to weight spec etc. I have a long Bf109 startup which could be shortened to suit most planes as it is too long as it stands for online, though its very realistic for offline.IP: Logged |
Commando Pilot
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posted 06-07- 06:41 AM
Also I can mix several sounds together so the Janes ww2 may be not too bad an option even if not as good as.IP: Logged |
semmern Pilot
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posted 06-07- 07:21 AM
Hey, Bryan, that's a He-triple one there?? Kewl. And that Hurri in Tuck markings. Swell!IP: Logged |
Army puke SFC Pilot
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posted 06-07- 07:59 AM
I have some potential online fun sitting in my online storage site made up of 'renamed' BombDoors.wav and GearMove.wav if you guys want it.IP: Logged |