Aces High Bulletin Board
General Forums => Open Beta Test => Topic started by: Zacherof on January 16, 2016, 09:43:26 AM
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Host game sounds are wonderful.
But prior to trying the alpha I transferred over sounds from ah2. Will they not work or will the files have to be adjusted???
Just an I'm wondering question.
For the HTC staff, this beta is beatiful and made a spectacular more awesomeriffic( yes I just made that word up) :)
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Zacherof,
The Beta is using a new sound system (FMOD) which I think isn't compatible w/ the old Miles Sound system being used in the current AHII.
:salute
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I,m sure I in time, the sound will improve. The 51and38 sound, as One person posted, like angry, small outboard motors.
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I miss Rangers and Mitzu's soundpacks. They were a bit more realistic. I'm trying to transfer them over but having problems.
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At first, I wasn't crazy about the engine sound (rev-up and throttle back).
After I flew a couple of sorties and did a bunch of loops, I can kinda' understand how the engine sound is working. I believe I like... :aok
Coogan
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I would like at some time be able to transfer sounds I have now to the AHIII. Will that be possible in the future? I just like the planes to have different sounds. Thank you.
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I would like at some time be able to transfer sounds I have now to the AHIII. Will that be possible in the future? I just like the planes to have different sounds. Thank you.
Yes and no. You will not be able to simply add sound files. Custom sounds are working but they requrires you you use fmod studio http://www.fmod.org/
and start with a project that we will distribute.
Using fmod you will have much more capability then simply replacing sound files. As an example if you wish to change the way the engine sounds work, you could change the effect to vary frequency with throttle (the way it used to work) instead of how we implemented it.
Instead of simply changing one check 6 sound, you could change the check 6 to randomly select from as many as you wish check 6 calls.
The disadvantage is that to simply change one sound is a little more complex, but entire sound sets consist of only 5 files.
HiTech
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Yes and no. You will not be able to simply add sound files. Custom sounds are working but they requrires you you use fmod studio http://www.fmod.org/
and start with a project that we will distribute.
Using fmod you will have much more capability then simply replacing sound files. As an example if you wish to change the way the engine sounds work, you could change the effect to vary frequency with throttle (the way it used to work) instead of how we implemented it.
Instead of simply changing one check 6 sound, you could change the check 6 to randomly select from as many as you wish check 6 calls.
The disadvantage is that to simply change one sound is a little more complex, but entire sound sets consist of only 5 files.
HiTech
This is most definitely STICKY worthy, and worthy of great applause :rock Anyone with a problem with this new system need only fire the M4 30 cal hull gun..... :aok It sounded so much like the Tommy Gun from old gangster movies, I could hear James Cagney in my head :police:
It "sounds" like sound packs will need to be re done, but they will have a much smaller impact on game resources, and will operate in a much more realistic manner. :cool:
I can't believe I admitted to the sounds in my head :noid
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I can't believe I admitted to the sounds in my head :noid
:rofl
Well at least I'm not the only one
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Yes and no. You will not be able to simply add sound files. Custom sounds are working but they requrires you you use fmod studio http://www.fmod.org/
and start with a project that we will distribute.
Using fmod you will have much more capability then simply replacing sound files. As an example if you wish to change the way the engine sounds work, you could change the effect to vary frequency with throttle (the way it used to work) instead of how we implemented it.
Instead of simply changing one check 6 sound, you could change the check 6 to randomly select from as many as you wish check 6 calls.
The disadvantage is that to simply change one sound is a little more complex, but entire sound sets consist of only 5 files.
HiTech
Hitech,
Have you given any thought to tying the prop pitch lever to the calculated prop pitch setting the constant speed prop governor is using according to the throttle height setting used?
The graphics always show this lever pushed full forward even when throttle is pulled back.........
Just curious as to what your thoughts are concerning this aspect of the game.
I also would consider your thoughts as to the thought of making the prop pitch lever a working axis that could be programmed to use along w\ the throttle (would be a perfect usage for my mouse stick on my CH Throttle.........just saying).
Just a thought.............
What say ye?
:salute
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Hitech,
Have you given any thought to tying the prop pitch lever to the calculated prop pitch setting the constant speed prop governor is using according to the throttle height setting used?
The graphics always show this lever pushed full forward even when throttle is pulled back.........
Just curious as to what your thoughts are concerning this aspect of the game.
I also would consider your thoughts as to the thought of making the prop pitch lever a working axis that could be programmed to use along w\ the throttle (would be a perfect usage for my mouse stick on my CH Throttle.........just saying).
Just a thought.............
What say ye?
:salute
You can already select an analog prop control (RPM 1 - 4).
The rpm/prop lever is already coded, not sure which planes have the animation built into the mesh.
HiTech
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You can already select an analog prop control (RPM 1 - 4).
The rpm/prop lever is already coded, not sure which planes have the animation built into the mesh.
HiTech
Well you don't say!
:aok :D
Gonna have to check this out now!
Didn't know that the RPM settings were prop pitch control..........
Thanks, Boss!
:salute
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You can already select an analog prop control (RPM 1 - 4).
The rpm/prop lever is already coded, not sure which planes have the animation built into the mesh.
HiTech
You are the MAN!
I've been overlooking this for soooooo long........I'm sorry for being so blind!
I LIKE this & now it all makes sense on the throttle sounds now in the Beta as the engine should output less "resonance" on decreased boost pressure & now that I have the prop RPM set up I can easily make these adjustments on the fly & can almost fly by ear now.
My Spitty Mk IX has the prop RPM lever animation coded........love it when I'm working the prop pitch RPM & seeing the pitch lever moving in relation w\ me also working the throttle as well..............
She rolls a LOT better w/ prop pitch RPM's set at 2200-2500 (looking at prop RPM gauge) & is much more responsive on the controls she seems (less gyroscopic progression to fight from the Merlin on initial control response).
Thanks Hitech for turning me on to this..........have also set this up in AHII as well & the cockpit animation of the pitch RPM control lever also works in AHII but you already knew that...............
Set this up using my 4-way hat switch under my index finger on my CH Throttle so it is very "natural" feeling to me to use. I used the prop RPM increase & prop RPM decrease settings instead of assigning the 4 individual settings so this can be fine tuned to the situation on the fly using the cockpit gauge to keep up w\ where its at on the fly as well as by ear.
:rock :salute
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So, all this time when we have said "pull your prop" . . . (rpm) . . . "back" what have you been doing?
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I may need twinbooms help with this one...again lol :bhead
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So, all this time when we have said "pull your prop" . . . (rpm) . . . "back" what have you been doing?
I think you already know the answer to that 1, Chalenge................
And it definitely wasn't pulling the prop RPM back either.............
:D
Man, all this time......................
After 18+ yrs delving in this passion of mine I'm still such a noob..............
:D
But progression is still a positive in this game....even for me!
:salute