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Ai Takeoff Sound


martinkhunt

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I need some help to expand the sounds available to this programme :

https://www.flightsim.com/vbfs/fsview.php?do=list&fid=89070

 

 

It uses a modified .fx file to trigger a takeoff sound, on an Ai aircraft as it enters the runway.

 

I've made some new sounds, and want to point the .fx file to them. For example :

 

Change - imp_large_a.wav to imp_large_1.wav

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I changed all my ai sounds to something a bit more to my liking, but as far as I'm aware the ai only use certain sound files and pointing them to another doesn't work, like I say as far as I'm aware.

If you go in the Sound folder and scroll down to aircraft sounds you will notice the ai sounds all start with the letters (xai).

 

ai sounds.jpg

 

So adding more the sim won't find them.

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Here is some info I saved from various forum threads:

 

Posted by InBetween, Thu Jan-01-70 12:00 AM

 

Greetings,

 

It is indeed possible, ala the default fireworks display,

or the flying chickens in the barnstorm effect in FS2004.

 

Open the file fx_barnstorm.fx (in the FS9\effects folder)

with Notepad and see the lines:

 

Sound=5

Sound Param=40

 

 

These lines call a sound that is "hard-coded" into the Sim.

The Sim looks for a specific wav file connected to the number "40",

in this case the wav file "barn.wav" found in the FS9\sound folder.

 

Cfs2 used this a lot in the effects files, here is the list:

 

 

----------------------------------------------------

Sound filenames associated with effects file entries

----------------------------------------------------

 

Sound type "5"

 

Where three filenames are listed, one will play at

random at each initiation of the effect...

 

----------------------------------------------------

FX file entry sound file(s)

----------------------------------------------------

Sound=5

Sound Param=0

firework.wav

----------------------------------------------------

Sound=5

Sound Param=3

xvlg_exp.wav

----------------------------------------------------

Sound=5

Sound Param=4

amb_aexp1a.wav

amb_aexp1b.wav

amb_aexp1c.wav

----------------------------------------------------

Sound=5

Sound Param=7

amb_aexp2a.wav

amb_aexp2b.wav

amb_aexp2c.wav

----------------------------------------------------

Sound=5

Sound Param=10

amb_aexp3a.wav

amb_aexp3b.wav

amb_aexp3c.wav

----------------------------------------------------

Sound=5

Sound Param=13

amb_aexp4a.wav

amb_aexp4b.wav

amb_aexp4c.wav

----------------------------------------------------

Sound=5

Sound Param=16

amb_wexp1a.wav

amb_wexp1b.wav

amb_wexp1c.wav

----------------------------------------------------

Sound=5

Sound Param=19

amb_wexp2a.wav

amb_wexp2b.wav

amb_wexp2c.wav

----------------------------------------------------

Sound=5

Sound Param=22

amb_wexp3a.wav

amb_wexp3b.wav

amb_wexp3c.wav

----------------------------------------------------

Sound=5

Sound Param=25

amb_wexp4a.wav

amb_wexp4b.wav

amb_wexp4c.wav

----------------------------------------------------

Sound=5

Sound Param=28

amb_gexp1a.wav

amb_gexp1b.wav

amb_gexp1c.wav

----------------------------------------------------

Sound=5

Sound Param=31

amb_gexp2a.wav

amb_gexp2b.wav

amb_gexp2c.wav

----------------------------------------------------

Sound=5

Sound Param=34

amb_gexp3a.wav

amb_gexp3b.wav

amb_gexp3c.wav

----------------------------------------------------

Sound=5

Sound Param=37

amb_gexp4a.wav

amb_gexp4b.wav

amb_gexp4c.wav

----------------------------------------------------

 

Sound type "6"

 

These sounds play at one of four different "speeds"

or "tones", chosen randomly each time by the Sim...

 

The filename listed will play at each initiation

of the effect, with four possible variations...

 

----------------------------------------------------

FX file entry sound file(s)

----------------------------------------------------

Sound=6

Sound Param=1

imp_large_a.wav

----------------------------------------------------

Sound=6

Sound Param=2

imp_large_b.wav

----------------------------------------------------

Sound=6

Sound Param=3

imp_large_c.wav

----------------------------------------------------

Sound=6

Sound Param=4

imp_large_d.wav

----------------------------------------------------

Sound=6

Sound Param=5

imp_large_e.wav

----------------------------------------------------

Sound=6

Sound Param=6

imp_med_a.wav

----------------------------------------------------

Sound=6

Sound Param=7

imp_med_b.wav

----------------------------------------------------

Sound=6

Sound Param=8

imp_med_c.wav

----------------------------------------------------

Sound=6

Sound Param=9

imp_med_d.wav

----------------------------------------------------

Sound=6

Sound Param=10

imp_med_e.wav

----------------------------------------------------

Sound=6

Sound Param=11

imp_small_a.wav

----------------------------------------------------

Sound=6

Sound Param=12

imp_small_b.wav

----------------------------------------------------

Sound=6

Sound Param=13

imp_small_c.wav

----------------------------------------------------

Sound=6

Sound Param=14

imp_small_d.wav

----------------------------------------------------

Sound=6

Sound Param=15

imp_small_e.wav

----------------------------------------------------

Sound=6

Sound Param=16

imp_small_f.wav

----------------------------------------------------

Sound=6

Sound Param=17

imp_small_g.wav

----------------------------------------------------

 

 

 

In FS2002/4 these still work, just use one of the combos

above in naming the new sound....

 

EDIT:

 

I forgot to mention the limitations:

 

Sounds are "global" (heard everywhere).

Sound plays once per effect initation, for the length of the wav file.

 

 

Regards,

 

JR

Tom Gibson

 

CalClassic Propliner Page: http://www.calclassic.com

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Many thanks Tom! I was fooled into thinking the .wav name in the .fx, was the item to edit. Now renamed, edited and tested sucessfully, I can fill a half dozen new sound slots.

 

The programme is a great enhancement, when sounds are timed to a specific airport layout. As a sound source, besides those offered, I've been spooling up some sounds from my non-Ai fleet, and 'live' capturing them.

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