Author Topic: A couple of new sounds  (Read 650 times)

Offline Dragon Tamer

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A couple of new sounds
« on: April 04, 2014, 07:38:01 PM »
I had a list of sounds that I would have loved to hear added to the game, but I seem to have misplaced it...  :uhoh

So off the top of my head, hear are the three that I would like the most:

-Dive flaps; Probably wouldn't be much in the way of sound level, but for some aircraft I'm sure that it would be quite noticeable (the SBD comes to mind).
-Rushing air; If your canopy gets a whole in it you hear air rushing past like a cracked window on the highway.
-Turbo; Some aircraft had quite a large turbo, and in the case of a P-47 it was right behind the pilot seat.

If I think of any others I'll add them.

Offline colmbo

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Re: A couple of new sounds
« Reply #1 on: April 04, 2014, 10:58:47 PM »

-Turbo; Some aircraft had quite a large turbo, and in the case of a P-47 it was right behind the pilot seat.

I doubt you would hear it.  The engine and prop make so much noise in these aircraft that you hear little else.
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Offline Chalenge

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Re: A couple of new sounds
« Reply #2 on: April 05, 2014, 12:41:46 AM »
Curved surfaces like canopies actually help to focus noise, but there were airplanes that had an easier time like the 109s with the exhaust being below. F4Us and P47s also have their engines on isolation mounts in later versions (thinking after the 47G/D11, or F4U1a but not clear on that). I think when pilots talk about their radios failing in combat it was mostly because pilots had cotton stuffed in their ears. Still, there are planes like the P-38 where you can hear the flaps and recovery flaps indistinctly.

We already have air (wind) but I would like to have the forced induction system sounds separate myself.

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Offline Randy1

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Re: A couple of new sounds
« Reply #3 on: April 05, 2014, 07:32:37 AM »
I doubt you would hear it.  The engine and prop make so much noise in these aircraft that you hear little else.

You know, the advent of movie sound effects, all though not real, enhanced the move going experience.  I think that is what the OP is looking for in his post.

Immersion is important feature in a game based on a simulation.  Cool factor is important and often trumps real life.

+1 

Offline Chalenge

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Re: A couple of new sounds
« Reply #4 on: April 05, 2014, 08:25:27 AM »
I'm sure Jack Foley would cringe at "cool factor."
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Offline Randy1

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Re: A couple of new sounds
« Reply #5 on: April 05, 2014, 11:13:36 AM »
I'm sure Jack Foley would cringe at "cool factor."

Oh I think not!  The whole idea is enhance the sound beyond real but still be believable.

The James Bond movies were the first movies I remember that pushed sound effects  to a new level.  Not from an actual recreation but as an effect on the viewer.

Cool factor is important in a game like AH if it is tempered with the real.

Offline Chalenge

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Re: A couple of new sounds
« Reply #6 on: April 05, 2014, 07:25:04 PM »
You obviously know nothing about Jack Foley. It's not about enhancement. It's about environment. When you add Robocop sounds to an airplane it just ruins the environment. Cool factor is important to games like Mario, but not simulations like Aces High.
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Offline Randy1

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Re: A couple of new sounds
« Reply #7 on: April 06, 2014, 08:39:04 AM »
You obviously know nothing about Jack Foley. It's not about enhancement. It's about environment. When you add Robocop sounds to an airplane it just ruins the environment. Cool factor is important to games like Mario, but not simulations like Aces High.

We will just have to disagree on this one.

Offline Chalenge

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Re: A couple of new sounds
« Reply #8 on: April 06, 2014, 12:36:40 PM »
Yes, well I certainly do disagree, obviously. You can use any sounds you like and of course if you are totally consumed with chasing score maybe you would be well served to use Mario type arcade sounds. I still laugh every time I see a video of the hand-cranked flaps of the 109 and the sound used is a hydraulic-mechanical, Robocop type sound. That's just pure arcade and does not belong in a simulation.
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Offline JimmyD3

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Re: A couple of new sounds
« Reply #9 on: April 08, 2014, 09:23:58 PM »
Yes, well I certainly do disagree, obviously. You can use any sounds you like and of course if you are totally consumed with chasing score maybe you would be well served to use Mario type arcade sounds. I still laugh every time I see a video of the hand-cranked flaps of the 109 and the sound used is a hydraulic-mechanical, Robocop type sound. That's just pure arcade and does not belong in a simulation.

I don't know Chalenge, to me it gives it all another depth of context. (not sure that's the best way to describe it but there it is.) :old:
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Offline Bludy

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Re: A couple of new sounds
« Reply #10 on: April 09, 2014, 11:27:17 AM »
if you are totally consumed with chasing score maybe you would be well served to use Mario type arcade sounds.

I didn't see anything to indicate Randy as being focused on score (he certainly doesn't come across that way in-game) merely that he'd prefer greater immersion via sound regardless of real life accuracy.
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Offline Randy1

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Re: A couple of new sounds
« Reply #11 on: April 09, 2014, 11:52:17 AM »
I didn't see anything to indicate Randy as being focused on score (he certainly doesn't come across that way in-game) merely that he'd prefer greater immersion via sound regardless of real life accuracy.

That is pretty much dead on Bludy.

Chalenge, I am not questioning your authority on sounds.  Your 109 example is a good one.  What I am suggesting is enhancing the sound to immerse the player.  Using your 109 example, a flap sound may not have been heard at all but for immersion, it might be an enhanced sound of what you think it should sound like.  As you noted, the "Rbo cop" like sound we have now isn't it.

Offline Chalenge

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Re: A couple of new sounds
« Reply #12 on: April 09, 2014, 01:32:51 PM »
I didn't see anything to indicate Randy as being focused on score (he certainly doesn't come across that way in-game) merely that he'd prefer greater immersion via sound regardless of real life accuracy.

I was referencing other posts he has made unrelated to this one.

@Randy1: the game also has volume sliders, which allows the user to turn the sounds up or down and would be much better than breaching immersion with an unrealistic sound.
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Offline JimmyD3

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Re: A couple of new sounds
« Reply #13 on: April 10, 2014, 01:12:40 PM »
Two sounds needed as default in the Sound folder, the Train and the Supply Convoy sounds. As I understand it the Supply Convoy sounds does not exist in the Sound folder, unless you add a custom sound file.
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Offline Chalenge

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Re: A couple of new sounds
« Reply #14 on: April 10, 2014, 01:32:18 PM »
That's true. I used a Studebaker US6, which was supplied to all Allied forces and was the most common cargo truck in WWII. For the Locomotive I used a French steam 4-8-2 expansion locomotive, because it was the only example from the proper era that I could find still functional (non-US). I have recordings of many U.S. steam locomotives and there isn't a whole lot of difference, so you could probably use whatever you like. On the boards here you often hear people talk about the GMC CCKW "deuce-and-a-half", but it was the Studebaker that was made for lend-lease and would be common to more nations. International Harvester made one as well, but I was not able to locate one readily available and running.
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