Aces High Bulletin Board

General Forums => Custom Sounds => Topic started by: Chalenge on September 23, 2016, 10:08:25 AM

Title: Note to self . . .
Post by: Chalenge on September 23, 2016, 10:08:25 AM
and to all that follow! Don't forget to assign it. If you forget, it will drive you crazy!

(http://i447.photobucket.com/albums/qq197/Chalenge08/Assign_zpsadeqt2qo.jpg)
Title: Re: Note to self . . .
Post by: hitech on September 27, 2016, 08:31:07 AM
and to all that follow! Don't forget to assign it. If you forget, it will drive you crazy!


Yea we have done that one more then once.

HiTech
Title: Re: Note to self . . .
Post by: USCH on September 27, 2016, 10:25:16 AM
Yea we have done that one more then once.

HiTech
sounds like a problem..... (Your so beyond my knowlage)

Dale fixes problems....

Dale please fix problem..

Challenge I got a guy on it  :D

Seriously thanks for everything you all do.
Title: Re: Note to self . . .
Post by: 8thJinx on September 27, 2016, 06:31:57 PM
This one step kept me at a standstill for days.  I kept assigning it to Custom Default, not Custom Effects.
Title: Re: Note to self . . .
Post by: 8thJinx on September 27, 2016, 06:42:39 PM
Which leads me to a question:

Dale, are you guys going to post a list of the event names that we can use to call for sound effects, or will the names buried in HTCEvents.fspro be it?  Does that file have all of the events/parameters that we can play with?  It would also be nice to know parameter range info (even though I know most or all of it is probably buried in HTCEvents).  And some of the event names in the logic track aren't intuitive.  Like what is Tail.  I figured out what it was by playing around, but it would be a nice-to-know.

Also, maybe in the future you can give us the event name for a town building blowing up (or create one just for a town building), so we can add stuff.  Or the event name for when a fire starts on a plane.


Title: Re: Note to self . . .
Post by: Chalenge on September 27, 2016, 08:00:32 PM
I think you're going to have to do a little hunting and pecking, as it were. I believe all of the important stuff is already in the default file (HTCevents), and you can extrapolate the rest from the previous sound structure of Aces High 2. They have basically ported over the same concept, but added a few things like multisounds, so instead of a single large explosion (explode6 from AH2) you can now have many different version (within reason) and allow the FMOD system to randomize which one plays.

There are a few changes from the course you purchased on MacProVideos, for instance I do not believe we can choose the quality of sound output. I think Vorbis is all there is. We also have an Asset tab, which the old version required the Asset bin to be a separate window.

And there may be a few bugs in the way the structure is. I am testing out the results of the surfaces before I insist that there is a problem, but I think I may have found one.

Anyway, it's not like you can just slap files in and have it work. You really have to choose your samples well in a lot of instances, and the tags for cadence samples need to be adjusted just right, things like that. For instance, I just happened to nail the M1919 .30 cal gun, but the M2 .50 cal just refuses to work right. I'll have to zoom in on the sample and really pick the right point, otherwise it malfunctions. Or it may be that the game engine is looking for another sample and there isn't one.

It's going to be work, but I know you can figure this out.
Title: Re: Note to self . . .
Post by: Chalenge on September 28, 2016, 06:40:53 AM
For instance, I just happened to nail the M1919 .30 cal gun, but the M2 .50 cal just refuses to work right. I'll have to zoom in on the sample and really pick the right point, otherwise it malfunctions. Or it may be that the game engine is looking for another sample and there isn't one.

I had the tail end of the "tail" region of the m2 gun lined up with the tail end of the "To Start" tag area. Adjusting it to be outside of the sample area fixed the problem. If any part of the sample is outside of the tag area, then the sound 'could'  trigger silence for a short time.
Title: Re: Note to self . . .
Post by: 8thJinx on September 28, 2016, 07:09:12 AM
I think the "To Tail", "Start", "To Start" logic track program gives the game the ability to do single burst and rapid fire.  I had been playing around with the Hispano on this event logic, and like a noob doofus I kept playing the sound track in FMOD like the cursor was a player head, expecting the sound I heard in FMOD to be repeated in game.  But in game, I was only getting the first few microseconds of the sound file.  So if there's even a little bit of empty space, it screws it up.  I'm going to go back and play with it again this afternoon. I set it aside because I couldn't figure out what was wrong.  Thanks.
Title: Re: Note to self . . .
Post by: Chalenge on September 28, 2016, 11:50:57 AM
Before you start to work on vehicles you will want to get your surface modifiers created first. This is another area that will drive you nuts if you get things out of order, and I believe that in the absence of a good sample the result may be counter-intuitive.
Title: Re: Note to self . . .
Post by: -ammo- on September 28, 2016, 12:01:37 PM
Challenge, are you developing a sound pack for AH3?
Title: Re: Note to self . . .
Post by: Chalenge on September 28, 2016, 12:22:40 PM
Where have you been?  :D

Yes, and I'm still good on my promise to let you have any Jug first.

(EDIT): I have a film going up today to help explain the new process a little.
Title: Re: Note to self . . .
Post by: -ammo- on September 28, 2016, 12:40:27 PM
Where have you been?  :D

Yes, and I'm still good on my promise to let you have any Jug first.

(EDIT): I have a film going up today to help explain the new process a little.
:aok
Title: Re: Note to self . . .
Post by: Chalenge on September 28, 2016, 08:59:18 PM
(EDIT): I have a film going up today to help explain the new process a little.

And here it is (https://youtu.be/q9Nv9tOVl3U) as promised. This is the video I promised, not the Jug.
Title: Re: Note to self . . .
Post by: Chalenge on September 29, 2016, 04:53:22 AM
And here it is (https://youtu.be/q9Nv9tOVl3U) as promised. This is the video I promised, not the Jug.

Deleted to add some additional information.
Title: Re: Note to self . . .
Post by: Chalenge on September 29, 2016, 03:18:44 PM
Still Processing, but should be up and ready by 3:30pm CST.

Aces High 3 and FMOD (https://youtu.be/KV_7V3FkpIg). This video is intended to demonstrate the advantages of FMOD within the game development cycle, and to showcase just how the game is better now that this is included. FMOD is a really great addition to the game and should make it much, much easier for sound creators to produce and release sound packs.

I could, and probably will, make a longer video later, but I'm having too much fun working on this now. In fact, in the last couple of hours I have already doubled the amount of work I have accomplished and also streamlined production to make things even easier.
Title: Re: Note to self . . .
Post by: Chalenge on October 01, 2016, 10:32:46 AM
The tank engines are completed, although some may need to be tweaked for position and balance between engine and exhaust. I will still need to go back and create the treads in a lot of them, because the AH2 method is no longer appropriate. MG and tank guns are also complete. So, vehicles are about ready to be published.

If airplanes have anywhere near the same learning curve as vehicle sounds it will take some adjustment before I move forward with them as quickly as I have these.
Title: Re: Note to self . . .
Post by: Chalenge on October 03, 2016, 10:50:24 AM
Turns out that I was very much mistaken. Even though the engine sounds are fine with respect to their purpose, I will have to go through and test each sound as it interacts with each surface type, because I came across some very nasty distortions affecting a few channels.

It would not be of much use to airplanes, but it would be nice to have a test terrain just for working out problems like this. Like an armor/tank proving ground.
Title: Re: Note to self . . .
Post by: Chilli on October 05, 2016, 06:12:39 PM
Still, very interesting and good explanatory video.  :aok  I like how you started with the gun sounds.  Maybe because that is what adds a big punch in the immersion feel for me.
Title: Re: Note to self . . .
Post by: Chalenge on October 05, 2016, 06:29:59 PM
Thank you, Chili. I was beginning to think everyone had lost interest.

I am about ready to make another video, since I have worked out how to make the tracks work with the surface modifier, and how to get the engines working better. I went with exhaust as separate from the engine. Not sure everybody would do it that way, or if it is even the best way. It might help anyone struggling with FMOD.

I really want to finish with the vehicles and move on into the airplanes, but the vehicles are very complex (or can be) all by themselves.

Title: Re: Note to self . . .
Post by: Chalenge on November 06, 2016, 08:45:47 AM
I have created a Weapons folder for each tank, so the M4A375 would have a folder like /M4A375/Weapons/tankgun/internal where I would place the gun sounds. When I do this the guns work fine offline. They do not work online.
Title: Re: Note to self . . .
Post by: ACE on November 08, 2016, 08:26:58 AM
Challenge any update on when your installer will be ready?
Title: Re: Note to self . . .
Post by: Chalenge on November 08, 2016, 09:38:15 AM
"When?" I have no idea. The new system is much more complex than the old system, and when things like the tank guns stop working it's not easy figuring out why. Either way, I am no where near finished working on even the tanks.

(http://i447.photobucket.com/albums/qq197/Chalenge08/Updates_zpsenhz2vcj.jpg)
Title: Re: Note to self . . .
Post by: Chalenge on November 09, 2016, 09:44:18 AM
Okay, got the guns figured out, but the tracks are still going to take some time.
Title: Re: Note to self . . .
Post by: Pudgie on March 11, 2017, 11:24:55 AM
Thank you, Chili. I was beginning to think everyone had lost interest.

I am about ready to make another video, since I have worked out how to make the tracks work with the surface modifier, and how to get the engines working better. I went with exhaust as separate from the engine. Not sure everybody would do it that way, or if it is even the best way. It might help anyone struggling with FMOD.

I really want to finish with the vehicles and move on into the airplanes, but the vehicles are very complex (or can be) all by themselves.



Hang in there, Chalenge................

 :salute
Title: Re: Note to self . . .
Post by: Chalenge on March 12, 2017, 01:39:09 AM
Yeah, I have spent the last two months collecting more audio, which is why my YouTube videos have slipped. There are two things I want to do, which is travel to Europe to get some hard-to-find samples, and do some motion capture work for a soldier model. In order to do that I am going to have to generate some income (spending that kind of cash is inconsiderate of my retirement plans), which could take a year.

It's good to see some more people planning on trying out FMOD.
Title: Re: Note to self . . .
Post by: Chilli on October 16, 2017, 02:47:39 PM
Just a note of encouragement.  There is great interest in what HTC and you have been doing here.  So, please continue to pass along developments as you see fit.

Personally, I think this is an area where you can help to study the sounds for another aspect.  Some GV and most savvy dogfight players, use the directional sound to identify threats.  Some have reported there is a degree of difference in FMOD sounds for external GVs approaching.

Is this something that we have introduced due to Field of View changes?  or is it possibly a formula adjustment that may be capable of enhancing the 3D 360 stereo head movement? 

Any video to help along the way to better understanding what can or cannot be done with such sound banks would be like early Christmas Day for me  :x

Title: Re: Note to self . . .
Post by: Chalenge on October 18, 2017, 05:27:01 AM
Have you seen what I already posted to YouTube?

I stopped posting to YouTube in December when the creator channels announced that Google was dialing back monetization. My subscriber count has been stuck at 55-60 since then. When I last tried to post an update to the FMOD line YouTube was not responding to uploads. That was June. I was able to get another video uploaded recently, but subscribers just aren't coming around anymore.

In July I finally gave in to my gallbladder and went to have it removed. Then at the end of the month I was feeling some really terrible pains and thought it was pancreatitis, but it turned out to be hypertension brought on by Diabetes II. I decided that bike riding was the best exercise, but if you know anything about me then you know they don't make bikes in my size. So, I had to have one custom made and it was three weeks into August before I started hitting the road. In the third week of September I was on week four of a vegan meal plan and up to 80+ miles each day on the bike when my doctor finally said I was probably in the safe zone. They won't know until I get the A1C done, for sure, but it looks like I will be able to go off of the meds.

I will never have the time that I did before. We have five kids and two adopted and even with help things are very busy around here. I am still trying to get my masters in digital animation, and so on. Even when I have more time it will be impossible for me to go around collecting sounds like I had been before. I think the best thing that could happen would be to talk Paul Allen into allowing someone to collect sounds from his collection of aircraft.

If I had the money I would contact Watson Wu and ask him to submit a bid for that kind of job. I would suggest that the AH community might pool some money for something like that, hire somebody to collect the sounds, and then create a common pool of audio to build your libraries from. That's fantasy thinking on the magic scale in my opinion, but it might work.

Also, I don't remember when this happened, but there was a point where I reset Windows 10. When I went to reinstall FMOD I found that they changed the way they do things and I haven't taken the time to create an account with them.

So, I don't even know what version of FMOD HTC is using, but I'm sure what I have already done will still work.

Your question about Field of View doesn't make sense to me. I think you mean "angle off source," which could be it. In order to find out why audio work the way it does in the game would mean you have to look at how it was built already, and with the original audio. There could be an issue with environment, or audio offset that creates dampened directions? Maybe?

Also, you might look at the opinions surrounding the Vegas shooting that just happened? People were truly confused about directions of the gunshots? Environment. And I have always thought that this is something that FMOD is capable of, but I have not gotten a response from Dale about it. It seemed to hold true in the beta when I was testing it. You might ask a map builder to create a custom map and test it? Otherwise it will be the second or third week in December before I can revisit this.

I will check back on the forums when I can. It's just that the 14 hour days of sound and animations had to go, and I don't think that will happen again, ever.

Title: Re: Note to self . . .
Post by: Chilli on October 19, 2017, 12:15:47 PM
Challenger,
Glad to hear that A1C is being controlled, and keep that body moving and family first  :salute 

What I had wondered about setting the video Field of View (since most increase it and gain a "fisheye" effect) had also "dampened" the angle of audio source, which is a better way of explaining the question after reading your response.  It does seem more possible that other considerations such as environment and mechanics of 3D "offset" are closer to the answer.  Thank you for your advice.

I will revisit the video channel.   There was tons of useful information that gives me a reasonably good place to start tinkering again. Although, my intent will not be anywhere near the realm of producing sound packs to share, and that was never going to happen for similar reasons. 

Title: Re: Note to self . . .
Post by: Chalenge on October 19, 2017, 06:02:39 PM
I think you have it now. It is possible that the FMOD programmers were a little too critical considering decibel falloff by distance, but as players in the game we don't intuit distance the same way we do in the real world, and I think that is what causes the disconnect with our game experiences.
Title: Re: Note to self . . .
Post by: Pudgie on October 20, 2017, 11:59:17 AM
Have you seen what I already posted to YouTube?

I stopped posting to YouTube in December when the creator channels announced that Google was dialing back monetization. My subscriber count has been stuck at 55-60 since then. When I last tried to post an update to the FMOD line YouTube was not responding to uploads. That was June. I was able to get another video uploaded recently, but subscribers just aren't coming around anymore.

In July I finally gave in to my gallbladder and went to have it removed. Then at the end of the month I was feeling some really terrible pains and thought it was pancreatitis, but it turned out to be hypertension brought on by Diabetes II. I decided that bike riding was the best exercise, but if you know anything about me then you know they don't make bikes in my size. So, I had to have one custom made and it was three weeks into August before I started hitting the road. In the third week of September I was on week four of a vegan meal plan and up to 80+ miles each day on the bike when my doctor finally said I was probably in the safe zone. They won't know until I get the A1C done, for sure, but it looks like I will be able to go off of the meds.

I will never have the time that I did before. We have five kids and two adopted and even with help things are very busy around here. I am still trying to get my masters in digital animation, and so on. Even when I have more time it will be impossible for me to go around collecting sounds like I had been before. I think the best thing that could happen would be to talk Paul Allen into allowing someone to collect sounds from his collection of aircraft.

If I had the money I would contact Watson Wu and ask him to submit a bid for that kind of job. I would suggest that the AH community might pool some money for something like that, hire somebody to collect the sounds, and then create a common pool of audio to build your libraries from. That's fantasy thinking on the magic scale in my opinion, but it might work.

Also, I don't remember when this happened, but there was a point where I reset Windows 10. When I went to reinstall FMOD I found that they changed the way they do things and I haven't taken the time to create an account with them.

So, I don't even know what version of FMOD HTC is using, but I'm sure what I have already done will still work.

Your question about Field of View doesn't make sense to me. I think you mean "angle off source," which could be it. In order to find out why audio work the way it does in the game would mean you have to look at how it was built already, and with the original audio. There could be an issue with environment, or audio offset that creates dampened directions? Maybe?

Also, you might look at the opinions surrounding the Vegas shooting that just happened? People were truly confused about directions of the gunshots? Environment. And I have always thought that this is something that FMOD is capable of, but I have not gotten a response from Dale about it. It seemed to hold true in the beta when I was testing it. You might ask a map builder to create a custom map and test it? Otherwise it will be the second or third week in December before I can revisit this.

I will check back on the forums when I can. It's just that the 14 hour days of sound and animations had to go, and I don't think that will happen again, ever.



Glad to see that you're doing better.

 :pray

 :salute
Title: Re: Note to self . . .
Post by: Chalenge on October 20, 2017, 05:18:17 PM
Thanks, Pudgie!  :salute
Title: Re: Note to self . . .
Post by: Chalenge on February 22, 2018, 06:00:45 AM
Today is an FMOD kind of day!
Title: Re: Note to self . . .
Post by: Chalenge on May 03, 2019, 02:12:31 PM
You can add aircraft whistles to the "move" event of the external folder. There are no examples of this in the default structure, but it will work just the same. This per a conversation with Hitech on how to get this problem ironed out. It will not help to hear airplanes coming, because sounds are already distance attenuated. However, it will help to improve the battlefield effects.

In the Internal folder I suggest that the whistle sound from gunports be added as Referenced Events. This was the only way I could get SpeedMPH to work as a Parameter Sheet and modifier for the base sound.

Despite what I posted in my FMOD video I have since discovered that rather then pitch-shift a lot of engine/exhaust/tread sounds that FMOD can do this for you. It's the same technique, but there is no need to calculate for angular velocity, and any anomaly can be dealt with using the post-process effects.

Rather than take the time to make another video on how to use the AH2 sounds with AH3 I will just go ahead and tell you that the old engine sound (not start/stop) should have been recorded at 1500rpm, and that is the default for the HTC events project. FMOD will automatically handle the pitch shifting from there as long as you properly attach the engine sound.

I modified the tanks to use tread, suspension, and road wheel/bearing noise within the RPM tracks of Internal and External folders. This way as the tank slows down or speeds up the noise associated with movement also change and the result is as real as possible to the user and anyone close enough to hear it. That makes it possible to identify tanks more easily. I suggest dropping tank engine sounds Externally in favor of Exhaust sounds as they are more distinctive and really what you would hear anyway. So, the exhaust tread/suspension/bearings are the primary identifiers.

In doing this what I discovered is that the tank event structures must closely match the default, or the default sounds will still come through. That may be another FMOD bug.
Title: Re: Note to self . . .
Post by: Chalenge on May 12, 2019, 11:31:17 PM
I worked out a technique for the audio of each plane to have unique sound as you move around it. It does make the final bank file bigger, so I'm not sure it's worth it.
Title: Re: Note to self . . .
Post by: Arlo on May 13, 2019, 11:15:06 AM
I worked out a technique for the audio of each plane to have unique sound as you move around it. It does make the final bank file bigger, so I'm not sure it's worth it.

Move around it as in walking or driving around it on the ground or shifting your views around from a waste gunner position?
Title: Re: Note to self . . .
Post by: Chalenge on May 13, 2019, 11:38:19 AM
Move around it as in walking or driving around it on the ground or shifting your views around from a waste gunner position?

Internal sounds are already part of the game, so the waist gunner should already be working. I am referring to walking, driving, or flying around an aircraft. The deuce already works like this. Once I finish what I am working on the whistles and props, engines, and resonant harmonics will all do the same thing. Unless, that is, that I find it makes the download just too big. If all I had to do was make the sounds for one airplane, like DCS aircraft, then I would take it even further.
Title: Re: Note to self . . .
Post by: Arlo on May 13, 2019, 12:41:36 PM
Sounds like a lot of work. I'm looking forward to experiencing the final product.  :salute
Title: Re: Note to self . . .
Post by: Chalenge on June 08, 2019, 11:45:19 AM
With all due seriousness I should publish by the end of August. The only thing that might delay that would be discovering that the final product is just too heavy (too large). Hopefully, I can find a site to upload to. The AHII version was 150MB, and this one is going to be close even with all the savings.
Title: Re: Note to self . . .
Post by: Chalenge on July 19, 2019, 01:06:44 AM
By gosh it's time for Oshkosh again!  :aok  :devil