Aces High Bulletin Board

General Forums => Open Beta Test => Topic started by: hitech on January 21, 2016, 10:18:08 AM

Title: Custom Sounds.
Post by: hitech on January 21, 2016, 10:18:08 AM
First pass at creating user sounds.

Step one.

Download FMOD Studio Authoring Tool
http://www.fmod.org/download/

Step 2
Download the attached zip file and unzip it into your Hitech Creations\Aces High Beta Game\CustomSounds folder

Step 3.
Start FMOD Studio and open the file
  CustomSounds\FmodProjects\CustomSounds\CustomSounds.fspr

Next in  FMOD Studio menu item Edit/Preferences
Select the Build tab and ensure you are pointed at your  Hitech Creations\Aces High Beta Game\CustomSounds folder

Step 4. In FMOD Select File/Build

If all went correctly there now should be a folder Hitech Creations\Aces High Beta Game\CustomSounds\Desktop
and when you start AH you should here something different beside the title music.

Do to the way fmod works you can NOT change any of the buss & group structure.

We also have include our complete fmod project under   CustomSounds\FmodProjects\HTCEvents

We have only include the complete structure , do to copywrite issues we can not ship any of the raw sound files.
NEVER modify the HTCEvents project and try use it,

You can copy from the HTCEvents project and Past in your CustomSound project to get basic events structures and varables.

If you wish to disable your custom sounds, simple rename or delete the CustomSound\Desktop folder. Building the project will recreat this folder.

___________________

After you have successfully run the installation test you can delete the default/title0 or change the sound file of the event to any sound or mp3 you have.

It will always be best to start with a new effect by copying one from the HTCEvent project.
All events must be assigned to the correct group for the environmental changes we do.


Plane Overides.

If you wish to do custom engines on a single plane you simple make the xxx/interal event in a folder of the plane name.

As example if you wish to modify the p51b sound you would create a folder called p51b at the same level as the default folder.

Then put your custom events in there instead of the default folder.

fi156 m3 tiger2 and sdk251 are examples of this in the HTCEvents project.


FMOD as been starting to work on a system meant directly for user created content, I think we are the first to try let users create it.


ALSO REMEMBER THAT YOU MUST ASSIGN YOUR EVENT TO THE CORRECT BANK.


HiTech







Title: Re: Custom Sounds.
Post by: Bizman on January 21, 2016, 11:36:49 AM
Did that to somewhat of a success.

However, since I've been just updating through the game since late Alpha, I only had an Alpha game folder. FMOD created a Beta game folder with the desired contents. However, since there was only the CustomSounds\Desktop within, I decided to uninstall the Beta and start fresh.
Title: Re: Custom Sounds.
Post by: zes on January 21, 2016, 04:23:18 PM
Oh my.  This may be the 'update' that gets me back into AH. 

I've been away for a number of years and had created a complete sound set back in the day but always hoped that the custom sound implementation could be more robust.  Now that you've adopted FMOD, do you allow custom sounds to use multiple audio files to represent throttle and RPM states?  Can we take advantage of multi-events with random selection of one-shot sounds and so on?  I know FMOD studio quite well and so long as the types of things I've mentioned are allowed, I'm in!
Title: Re: Custom Sounds.
Post by: hitech on January 21, 2016, 04:35:15 PM
Oh my.  This may be the 'update' that gets me back into AH. 

I've been away for a number of years and had created a complete sound set back in the day but always hoped that the custom sound implementation could be more robust.  Now that you've adopted FMOD, do you allow custom sounds to use multiple audio files to represent throttle and RPM states?  Can we take advantage of multi-events with random selection of one-shot sounds and so on?  I know FMOD studio quite well and so long as the types of things I've mentioned are allowed, I'm in!

Yes, engines have 4 inputs Load, Rpm,Running, and damaged.

HiTech
Title: Re: Custom Sounds.
Post by: ONTOS on January 21, 2016, 05:23:53 PM
I went to the FMOD Studio Authoring tool. Could not find Zipped folder. Could you please give a little more detail. Thank you.
Title: Re: Custom Sounds.
Post by: JimmyD3 on January 21, 2016, 06:09:33 PM
I went to the FMOD Studio Authoring tool. Could not find Zipped folder. Could you please give a little more detail. Thank you.

Look at the bottom of HT's post.
Title: Re: Custom Sounds.
Post by: ONTOS on January 21, 2016, 06:44:21 PM
Thank you, I feel like an idiot. :o
Title: Re: Custom Sounds.
Post by: hitech on January 22, 2016, 09:34:08 AM
Anyone tried out the custom sounds  yet?

HiTech
Title: Re: Custom Sounds.
Post by: Bizman on January 22, 2016, 10:55:19 AM
Anyone tried out the custom sounds  yet?

HiTech
I'd like to... I made the Brewster start, engine and stop when the B239 came but I don't understand your instructions.

As I understand, I should copy for example the Fi156, rename and modify, but I can't find it. Or am I totally lost here?
Title: Re: Custom Sounds.
Post by: ONTOS on January 22, 2016, 11:52:52 AM
I guess I'm still an idiot. Can't download any of it  the way it is written. Have tried several ways. Sorry.
Title: Re: Custom Sounds.
Post by: hitech on January 22, 2016, 11:57:21 AM
I guess I'm still an idiot. Can't download any of it  the way it is written. Have tried several ways. Sorry.

Lets try try this step by step.

first use this link to install fmod studio.


http://www.fmod.org/download/fmodstudio/tool/Win/fmodstudio10705win32-installer.exe

When installed and you can start the program i'll post the next step.

HiTech
Title: Re: Custom Sounds.
Post by: Bizman on January 22, 2016, 12:52:12 PM
Done
Title: Re: Custom Sounds.
Post by: ONTOS on January 22, 2016, 01:01:14 PM
The above link has been down loades to my flie (folder). (for the sounds)
Title: Re: Custom Sounds.
Post by: ONTOS on January 22, 2016, 01:08:35 PM
Do I run or save the file when it ask ?
Title: Re: Custom Sounds.
Post by: hitech on January 22, 2016, 01:11:35 PM
Save , after downloaded run.

HiTech
Title: Re: Custom Sounds.
Post by: ONTOS on January 22, 2016, 02:39:06 PM
ok, now I am at the box that says select components to install In a box. It has FMOD Studio, which is gray and one below it, start menu short cuts , which is white and can be checked. am I on the right track? I know you are busy with a lot of things. Just post me at you convience. Thank you.
Title: Re: Custom Sounds.
Post by: hitech on January 22, 2016, 03:35:34 PM
Yep your on the right track.

Just click next.

HiTech
Title: Re: Custom Sounds.
Post by: ONTOS on January 22, 2016, 03:49:36 PM
I went through till it said installed. Then it said I need a V.4 or 4.v to install.
Title: Re: Custom Sounds.
Post by: hitech on January 22, 2016, 04:06:02 PM
I went through till it said installed. Then it said I need a V.4 or 4.v to install.

What version of windows are you running?

HITech
Title: Re: Custom Sounds.
Post by: The Fugitive on January 22, 2016, 04:11:48 PM
Installed Fmod, downloaded the zip file and unzipped it to the CustomSound folder. Started Fmod and opened the CustomSounds.fspr file (which shows only as a 1K sized file and nothing changes on the Fmod screen. Checking prefferences it shows that I have it pointing at the customsound folder in the beta. Starting the game I still have the original intro music.
Title: Re: Custom Sounds.
Post by: hitech on January 22, 2016, 04:20:58 PM
Installed Fmod, downloaded the zip file and unzipped it to the CustomSound folder. Started Fmod and opened the CustomSounds.fspr file (which shows only as a 1K sized file and nothing changes on the Fmod screen. Checking prefferences it shows that I have it pointing at the customsound folder in the beta. Starting the game I still have the original intro music.

Need to build from fmod   File/Build,

HiTech
Title: Re: Custom Sounds.
Post by: The Fugitive on January 22, 2016, 04:24:50 PM
ya I tried that, it flashes the timer bar real quick (so quick I can JUST see that the bar is blue).

I think this step is the one Im having trouble with....

Step 3.
Start FMOD Studio and open the file
  CustomSounds\FmodProjects\CustomSounds\CustomSounds.fspr

When I open that file I get nothing in the Fmod interface, nothing to "build".
Title: Re: Custom Sounds.
Post by: hitech on January 22, 2016, 04:34:12 PM
ya I tried that, it flashes the timer bar real quick (so quick I can JUST see that the bar is blue).

I think this step is the one Im having trouble with....

Step 3.
Start FMOD Studio and open the file
  CustomSounds\FmodProjects\CustomSounds\CustomSounds.fspr

When I open that file I get nothing in the Fmod interface, nothing to "build".

Scratching head,I just unziped the file and ran the procedure and all worked,

Does a folder "Desktop" appear in Aces High Beta/CustomSounds ?
Title: Re: Custom Sounds.
Post by: hitech on January 22, 2016, 04:37:49 PM
Also after laoding the CustomSounds project, click on the bank tab

Then right click CustomMusic.

Under Target Platforms does it show Desktop checked?

HiTech

Title: Re: Custom Sounds.
Post by: The Fugitive on January 22, 2016, 04:39:54 PM
OK, in Fmod I had to open the "default" folder in the left panel which gave me two sounds. I clicked on the title file and when I hit the build I got the new folder. However when I start the beta it still plays the old intro title

Also after laoding the CustomSounds project, click on the bank tab

Then right click CustomMusic.

Under Target Platforms does it show Desktop checked?

HiTech



Yes it does.
Title: Re: Custom Sounds.
Post by: hitech on January 22, 2016, 04:48:00 PM
OK, in Fmod I had to open the "default" folder in the left panel which gave me two sounds. I clicked on the title file and when I hit the build I got the new folder. However when I start the beta it still plays the old intro title

Yes it does.

I'm wondering if different version is the issue.

I'm running 7.04 i'll install 7.05 see if it still works.

HiTech
Title: Re: Custom Sounds.
Post by: hitech on January 22, 2016, 04:52:58 PM
I'm wondering if different version is the issue.

I'm running 7.04 i'll install 7.05 see if it still works.

HiTech

This wasn't the issue.
7.05 worked fine.

HiTech

Title: Re: Custom Sounds.
Post by: lengro on January 22, 2016, 05:07:35 PM
Anyone tried out the custom sounds  yet?

HiTech

Instead of orchestral music, I now have what I think is your voice yelling for power!!  :uhoh

I followed your instructions - no problems.



Title: Re: Custom Sounds.
Post by: hitech on January 22, 2016, 05:19:25 PM
Instead of orchestral music, I now have what I think is your voice yelling for power!!  :uhoh

I followed your instructions - no problems.

Yep that's what was suppose to happen.

Just delete the Desktop folder to remove the sounds. If your trying new sounds, delete the title0 event ore replace the sound file in the event, and you will be back to normal title music.

HiTech
Title: Re: Custom Sounds.
Post by: ONTOS on January 22, 2016, 05:24:24 PM
Windows XP.  I intend to upgrade soon. To what I did not  know. Either 7 or wait till 10 is worked out.
Title: Re: Custom Sounds.
Post by: lengro on January 22, 2016, 05:39:22 PM
Just delete the Desktop folder to remove the sounds. If your trying new sounds, delete the title0 event ore replace the sound file in the event, and you will be back to normal title music.

Yup - I replaced your voice with Ennio Morricone music - much more pleasant! :)
Title: Re: Custom Sounds.
Post by: hitech on January 22, 2016, 07:21:33 PM
Yup - I replaced your voice with Ennio Morricone music - much more pleasant! :)

Congratulations on having the first user generated sound in AH 3
Title: Re: Custom Sounds.
Post by: Mitsu on January 23, 2016, 01:30:46 AM
TY HT!
I will try it later. :)
Title: Re: Custom Sounds.
Post by: Bizman on January 27, 2016, 11:03:43 AM
I'd like to get an illustrated 101, the only thing I managed to do was to replace your voice with the original title. I simply can't figure out how to replace the title sound, not to mention adding engine or warning sounds.
Title: Re: Custom Sounds.
Post by: hitech on January 27, 2016, 11:31:15 AM
I'd like to get an illustrated 101, the only thing I managed to do was to replace your voice with the original title. I simply can't figure out how to replace the title sound, not to mention adding engine or warning sounds.

Learning how to use fmod is far and above what we will provide. Search youtube for fmod tutorials.

Once you have it playing inside of fmod, any issues you have we can help with.

HiTech
Title: Re: Custom Sounds.
Post by: Bizman on January 27, 2016, 11:32:30 AM
Thanks, I'll give it a try.  :salute
Title: Re: Custom Sounds.
Post by: Bizman on January 27, 2016, 12:05:08 PM
No way I can understand it. It's like Photoshop, requiring to read a tutorial as thick as the Bible. Or viewing tutorial videos with a host speaking faster than my two brain cells can understand.

And all I wanted to do was to add a couple of wave sounds into the game.

[edit] I managed to change the title music by the instructions on your first post...[/edit]
Title: Re: Custom Sounds.
Post by: hitech on January 27, 2016, 12:23:42 PM
No way I can understand it. It's like Photoshop, requiring to read a tutorial as thick as the Bible. Or viewing tutorial videos with a host speaking faster than my two brain cells can understand.

And all I wanted to do was to add a couple of wave sounds into the game.

[edit] I managed to change the title music by the instructions on your first post...[/edit]

What sounds did you wish to change? Many are as simple as doing the same as the title music change.
If you tell me what ones I can tell you what events to copy from the HTCEvents project.

HiTech

Title: Re: Custom Sounds.
Post by: Bizman on January 27, 2016, 12:31:46 PM
Well, I made synchronized start, engine and stop sounds for the Brewster when it was launched. I also have a Warning sound playing the tune they played for three days in a row to eliminate the Russian radio mines in Vyborg, mixed with a Soviet propaganda broadcast along with some hum and whistle.
Title: Re: Custom Sounds.
Post by: hitech on January 27, 2016, 12:50:33 PM
Step 1 create a folder call Human under the Default event folder.

step 2 Open the HTCEvent project (keep yours open also)

step 3 Copy the Defaut/Human/warning event

step 4 Paste the Warning Event into your Default/Human folder.

Step 5 right click the warning event Assign to bank CustomEffects.

step 6 Modify the event, if you just have a single sound I would leave the mic click part and simply replace the random sound component.

step 7 build.


HiTech
Title: Re: Custom Sounds.
Post by: Bizman on January 27, 2016, 01:18:24 PM
Thank you! This was just the type of tutorial I asked for in my previous post.

I'll give it a try tomorrow, now it's getting late and my head is full of dust bunnies.
Title: Re: Custom Sounds.
Post by: hitech on January 27, 2016, 01:47:37 PM
Thank you! This was just the type of tutorial I asked for in my previous post.

I'll give it a try tomorrow, now it's getting late and my head is full of dust bunnies.

Note I modified the above slightly.

HiTech
Title: Re: Custom Sounds.
Post by: Bizman on January 28, 2016, 03:42:31 AM
Note I modified the above slightly.

HiTech
No harm done, I didn't print the instructions - which actually might be a good idea.  :salute
Title: Re: Custom Sounds.
Post by: DeadMeat on February 09, 2016, 06:46:30 AM
Is it possible to convert current sounds to the FMOD format?
Title: Re: Custom Sounds.
Post by: ONTOS on February 12, 2016, 06:58:44 PM
When AH III finally comes to be put in place and AH II is done away with, will there be a simple way to get customs sounds ? I have spent a long time getting my sounds like I like them, it's part of the reason I like this game.
Title: Re: Custom Sounds.
Post by: hitech on February 13, 2016, 10:50:21 AM
When AH III finally comes to be put in place and AH II is done away with, will there be a simple way to get customs sounds ? I have spent a long time getting my sounds like I like them, it's part of the reason I like this game.

There will not be any more then we have already released in beta.

HiTech
Title: Re: Custom Sounds.
Post by: Bizman on February 13, 2016, 12:21:26 PM
There will not be any more then we have already released in beta.

HiTech
then=than?

At first I understood that there will not be such a feature any more after the beta.
Title: Re: Custom Sounds.
Post by: hitech on February 13, 2016, 12:44:12 PM
then=than?

At first I understood that there will not be such a feature any more after the beta.

What is posted in this thread is how custom sounds are and will be done.
There will not be any new feature to "Import " simple sound files.

HiTech
Title: Re: Custom Sounds.
Post by: Bizman on February 13, 2016, 02:26:53 PM
What is posted in this thread is how custom sounds are and will be done.
There will not be any new feature to "Import " simple sound files.

HiTech
So if I understand it correctly your first post in this thread will be valid instructions also in the final version?
Title: Re: Custom Sounds.
Post by: USRanger on February 13, 2016, 04:04:29 PM
I need to get busy converting.  Sounds and terrains.  So much work to do! :eek:
Title: Re: Custom Sounds.
Post by: hitech on February 13, 2016, 07:03:12 PM
So if I understand it correctly your first post in this thread will be valid instructions also in the final version?
Yes
Title: Re: Custom Sounds.
Post by: GrandpaChaps on March 02, 2016, 11:38:55 PM
HiTech.... love the sounds, love the effort... but, to help publicize and promote this kind of thing, make it more seamless!  Make it an easy gain!  Click here and install this sound pack now!  No fiddling, no copying, no yadda, bling, blang, whatever.  Make it something so simple, even an idiot like me can make it a reality!  Yes, I'll make myself the idiot promoter because I love this game!
Title: Re: Custom Sounds.
Post by: JimmyD3 on March 29, 2016, 06:38:24 PM
OK I guess I'm just to dense, trying to import some new sounds with Fmod and I get no where. All the info in Youtube is old and not sure it is applicable.  Has anyone successfully ported new sounds into AH3 yet?? :headscratch:
Title: Re: Custom Sounds.
Post by: Chalenge on April 02, 2016, 09:36:35 AM
Waiting to see if there might be further changes before I finalize a package, but yes.
Title: Re: Custom Sounds.
Post by: hitech on April 02, 2016, 10:10:04 AM
Waiting to see if there might be further changes before I finalize a package, but yes.

How much do you have working?

HiTech
Title: Re: Custom Sounds.
Post by: Chalenge on April 02, 2016, 10:40:19 AM
Just enough to know I can do it. Too many irons, too many fires.
Title: Re: Custom Sounds.
Post by: GrandpaChaps on April 03, 2016, 02:28:55 PM
In the beta version, I've go to say, so far, I'm pretty happy with the sounds!  There is a lot that's new and so much that's enjoyable to hear!   :banana:
Title: Re: Custom Sounds.
Post by: FBDragon on June 24, 2016, 04:07:21 PM
Just my dumb 2 cents worth, I already love the sound that it comes with Hitech!!! Awesome job :salute :salute
Title: Re: Custom Sounds.
Post by: bustr on June 30, 2016, 06:42:12 PM
Is there an estimate of how much time players who want to recreate their sound packs for AH3 will realistically have to dedicate to the recreation process? And will it be worth a 1 for 1 direct recreation with all of the new 3D effects I've been hearing as the beta sounds have been getting finalized? Versus AH2 and the sound packs I've tested, AH3 is on a different level from the start.
Title: Re: Custom Sounds.
Post by: Chalenge on July 07, 2016, 02:56:37 PM
Bustr, unless something changes I think the custom sound pack makers will always be able to issue versions of their work. What will change is that there will not be mixing of the various packs by the end users. I could be mistaken about that, but that's what I see at this moment.
Title: Re: Custom Sounds.
Post by: Chilli on July 07, 2016, 05:36:05 PM
Challenge,

You might have just hit upon a future app for AH3 users.  Let's call it a "Sound Pack Mixer".  It would basically allow relatively low tech savvy users to choose which existing Fmod sound profiles to update, and then run them.   :pray  Would be extremely helpful in creating and updating custom Sound Packs as well.
Title: Re: Custom Sounds.
Post by: Chalenge on July 07, 2016, 05:50:01 PM
The way I read what you just posted is potentially (IS in fact) a violation of the EULA. Only HTC can say for sure. Building something is probably okay. Taking something apart is a violation. It's the simplest view, which is usually the safest.
Title: Re: Custom Sounds.
Post by: Fruda on July 19, 2016, 03:47:10 PM
Looks like I've missed a lot since I was last here.

Anyway, I'm working on a pack for all Merlin-equipped aircraft at this very moment in full stereo, so I'll see if fmod studio can give me what I need to properly display everything in-game.

Edit: So, here's something... how exactly does one input all the necessary sounds? I have four RPM increments per engine (both internal and external, making eight sounds total for a running engine), one startup (internal and external), and one shutdown (as with the last two). Are there specific file names we have to abide by, as in the previous versions of the game, or does it matter now?
Title: Re: Custom Sounds.
Post by: earl1937 on August 01, 2016, 08:42:26 AM
First pass at creating user sounds.

Step one.

Download FMOD Studio Authoring Tool
http://www.fmod.org/download/

Step 2
Download the attached zip file and unzip it into your Hitech Creations\Aces High Beta Game\CustomSounds folder

Step 3.
Start FMOD Studio and open the file
  CustomSounds\FmodProjects\CustomSounds\CustomSounds.fspr

Next in  FMOD Studio menu item Edit/Preferences
Select the Build tab and ensure you are pointed at your  Hitech Creations\Aces High Beta Game\CustomSounds folder

Step 4. In FMOD Select File/Build

If all went correctly there now should be a folder Hitech Creations\Aces High Beta Game\CustomSounds\Desktop
and when you start AH you should here something different beside the title music.

Do to the way fmod works you can NOT change any of the buss & group structure.

We also have include our complete fmod project under   CustomSounds\FmodProjects\HTCEvents

We have only include the complete structure , do to copywrite issues we can not ship any of the raw sound files.
NEVER modify the HTCEvents project and try use it,

You can copy from the HTCEvents project and Past in your CustomSound project to get basic events structures and varables.

If you wish to disable your custom sounds, simple rename or delete the CustomSound\Desktop folder. Building the project will recreat this folder.

___________________

After you have successfully run the installation test you can delete the default/title0 or change the sound file of the event to any sound or mp3 you have.

It will always be best to start with a new effect by copying one from the HTCEvent project.
All events must be assigned to the correct group for the environmental changes we do.


Plane Overides.

If you wish to do custom engines on a single plane you simple make the xxx/interal event in a folder of the plane name.

As example if you wish to modify the p51b sound you would create a folder called p51b at the same level as the default folder.

Then put your custom events in there instead of the default folder.

fi156 m3 tiger2 and sdk251 are examples of this in the HTCEvents project.


FMOD as been starting to work on a system meant directly for user created content, I think we are the first to try let users create it.


ALSO REMEMBER THAT YOU MUST ASSIGN YOUR EVENT TO THE CORRECT BANK.


HiTech
:airplane: Guess I am dumb, but why not just make "Mitsu" sound pack the default sound pack for the game! Why go through all these steps to get correct sounds, when Mitsu already have them? I have used his sound pack and its as close as you will get to the real thing, because the sounds are from real a/c and etc!!!
Title: Re: Custom Sounds.
Post by: Bizman on August 01, 2016, 10:38:18 AM
There's no dumb questions, only dumb answers. Here's one: Not all people like a certain sound pack for various reasons. That's why some people like to mix various sound packs.

So Mitsu has recorded the authentic sounds. If it only was that simple! You say that it's as close as can get, however a very small percentage of us uses the same audio equipment as you to start with. Headphones, closed or open, or semi, or even buttons? Or loudspeakers - HiFi or gaming or the cheapest plastic thingys? Stereo, 2.1, 5.1, 7.1? Built-in sound circuit, USB, a real sound card or an external DAC? So although your system reproduces the most authentic sounds using Mitsu's sounds, someone else might find them hollow and tinny or muddy and boomy. Also, sound packs containing inside and outside clips for each and every plane might be too much for a lesser computer many players use. If you had to choose between authentic sounds and playable frame rates, which one would you choose for yourself? Which one would you choose if you were the salesperson for HTC, trying to maximize the number of happy players?

Did all these question give you any sort of an answer?  :cheers:




Title: Re: Custom Sounds.
Post by: Chilli on August 01, 2016, 02:33:49 PM
Earl,

You have completely missed the major difference between FMod sounds and current AH2 soundpacks.  The quickest response to that from me is that the current sound system gives you events.  Then those events are applied in the game using the proper audio physics within limitations.

In AH2 there was a sound file that would, speed up, slow down, or change L and R positioning.  The current events can introduce exhaust sounds and changes for example, or backfire sounds if desired.  On top of the multitude of added nuances it also takes up a fraction of the game "memory" if I recall correctly.

Lastly, I can appreciate your fondness for a soundpack.  Fortunately, there is nothing preventing such soundpacks from being recreated, but even then they will not be applied in the same manner as in AH2.  Hopefully, this helps you to better appreciate that HiTech Creations has made a bold step forward with FMod, and they have done nothing to stop anyone from adding sounds.  In fact, they have encouraged anyone to do so by giving us a walkthrough.
Title: Re: Custom Sounds.
Post by: Bruv119 on August 01, 2016, 03:56:24 PM
Looks like I've missed a lot since I was last here.

Anyway, I'm working on a pack for all Merlin-equipped aircraft at this very moment in full stereo, so I'll see if fmod studio can give me what I need to properly display everything in-game.

Edit: So, here's something... how exactly does one input all the necessary sounds? I have four RPM increments per engine (both internal and external, making eight sounds total for a running engine), one startup (internal and external), and one shutdown (as with the last two). Are there specific file names we have to abide by, as in the previous versions of the game, or does it matter now?

can't wait to hear it fruda,  I've always been a loyal listener to all of your merlins!    :cheers:
Title: Re: Custom Sounds.
Post by: earl1937 on August 02, 2016, 07:47:31 AM
Earl,

You have completely missed the major difference between FMod sounds and current AH2 soundpacks.  The quickest response to that from me is that the current sound system gives you events.  Then those events are applied in the game using the proper audio physics within limitations.

In AH2 there was a sound file that would, speed up, slow down, or change L and R positioning.  The current events can introduce exhaust sounds and changes for example, or backfire sounds if desired.  On top of the multitude of added nuances it also takes up a fraction of the game "memory" if I recall correctly.

Lastly, I can appreciate your fondness for a soundpack.  Fortunately, there is nothing preventing such soundpacks from being recreated, but even then they will not be applied in the same manner as in AH2.  Hopefully, this helps you to better appreciate that HiTech Creations has made a bold step forward with FMod, and they have done nothing to stop anyone from adding sounds.  In fact, they have encouraged anyone to do so by giving us a walkthrough.
:airplane: Wish I knew and understand how the sound packs affect the game...guess I am spoiled with this rig I have, which is a top of the line graphic's card and expensive computer and a 43 inch monitor with dual speakers and a headset for some of the on line missions I organize! But the bottom line is that I am a computer dumbie and at my age, not really interested in spending a lot of time learning stuff! I just enjoy and love the game!
Title: Re: Custom Sounds.
Post by: JimmyD3 on August 02, 2016, 12:08:20 PM
Well said Earl, just be patient the sounds will get sorted out eventually. Right now the effort is on getting the program live. :cheers:
Title: Re: Custom Sounds.
Post by: The Fugitive on August 02, 2016, 03:34:29 PM
There is also copyright issue with the sounds. If it isn't clear who owns/payed for them HTC won't include them in the game as part of the game. What other do for add-ons is something else tho.
Title: Re: Custom Sounds.
Post by: Fruda on August 02, 2016, 05:23:36 PM
can't wait to hear it fruda,  I've always been a loyal listener to all of your merlins!    :cheers:

Thanks; I have no doubt you'll like the latest one far more than the previous, considering how much higher the sound quality is. Full engine runs from inside and outside the cockpit in 44.1khz stereo. I'm also in the process of working on all other engines that are used in the game, and progress is steady.
Title: Re: Custom Sounds.
Post by: JimmyD3 on August 12, 2016, 05:56:00 PM
Fruda do you have an anticipated completion date on the sound package?  :pray
Title: Re: Custom Sounds.
Post by: Chilli on August 12, 2016, 06:21:33 PM
Fruda do you have an anticipated completion date on the sound package?  :pray

Fruda,
You are the man!  I just want to send you some go juice!  Name your beverage.  I am not concerned with the release date, only that you enjoy yourself while doing it.  These things are a labor of love, and it shows.
Title: Re: Custom Sounds.
Post by: Fruda on August 12, 2016, 11:23:45 PM
Rolls Royce and Daimler-Benz sounds are done, guys. The release date is whenever I get all the information necessary to make them work in the game.

As far as how they sound? Let's just say that in FSX and Il-2, they sound like the real thing. Once they're released for the new version of AH, you can reference them yourselves with cockpit cams from the respective aircraft... you won't be disappointed.

Edit: Also, thanks for the offer! I'm drinking a bottle of Tyrconnell as of this very moment. I won't lie by saying I don't like a good drink!
Title: Re: Custom Sounds.
Post by: Fruda on August 12, 2016, 11:37:54 PM
To increase anticipation, I have source material for every inline and radial aircraft engine used in-game. Next on the production list is the Pratt & Whitney R-2800.

It's been a long time, but it's good to be back. That being said, I won't be flying until I know how to get the sounds to work. Shame, that.
Title: Re: Custom Sounds.
Post by: JimmyD3 on August 13, 2016, 01:27:23 AM
 :aok Keep up the good work sir, don't mean to push, its just I can't hardly wait! :x
Title: Re: Custom Sounds.
Post by: Chilli on August 13, 2016, 12:59:15 PM
Single Malt Irish Whiskey?  Mmmmmm .... sounds like I might be doing some research of my own.  :cheers:
Title: Re: Custom Sounds.
Post by: Bizman on August 14, 2016, 03:40:49 AM
Single Malt Irish Whiskey?  Mmmmmm .... sounds like I might be doing some research of my own.  :cheers:

I got interested, too. A whisky named after a horse that won a legendary race at odds of 100 to 1 must be good fuel for engine sounds.

It seems to be available here for a reasonable price so I might get a bottle for the tasting I'll be hosting later in the autumn. I bet it's better than the French "Armorik" I tasted last Friday - it certainly wasn't related to druid Getafix's magic potion!
Title: Re: Custom Sounds.
Post by: Chalenge on August 29, 2016, 12:35:55 AM
NVM, got it.
Title: Re: Custom Sounds.
Post by: Scca on August 30, 2016, 05:32:50 AM
Just my dumb 2 cents worth, I already love the sound that it comes with Hitech!!! Awesome job :salute :salute
I agree with the exception of internal engine sounds. Everything sounds like a sewing machine.
Title: Re: Custom Sounds.
Post by: Chalenge on August 30, 2016, 03:43:58 PM
This is the recording I made for the DSR video and one recorded in the back seat of a P-51 for real. It's just a little off to my ear, but acceptable. So, if it sounds like something you're not used to then it's probably your sound system, headphones, or expectations.

Aces High:
https://www.youtube.com/watch?v=svUspPyJ5R8#

The real deal:
https://www.youtube.com/watch?v=w9OaFqo5aaI
Title: Re: Custom Sounds.
Post by: Scca on August 30, 2016, 04:29:39 PM
This is the recording I made for the DSR video and one recorded in the back seat of a P-51 for real. It's just a little off to my ear, but acceptable. So, if it sounds like something you're not used to then it's probably your sound system, headphones, or expectations.

Aces High:
https://www.youtube.com/watch?v=svUspPyJ5R8#

The real deal:
https://www.youtube.com/watch?v=w9OaFqo5aaI
Don't confuse me with the facts.  :bolt:
Title: Re: Custom Sounds.
Post by: N95KF on September 03, 2016, 11:36:48 PM
I like the default sounds too.  The b17 sounds amazing.  Im sure I will grow tired of it all in a year and look for a good custom sound pack.  AH3 is great so far, I feel like an idiot I doubted it.  <S> :airplane:
Title: Re: Custom Sounds.
Post by: Chalenge on September 06, 2016, 01:21:04 AM
Hitech, does the HTCevents list include any form of sound randomization in pitch or attenuation? It looks like you must with the Spita1, spita2, spita3, etc., but without the original audio files it is hard to know what that sound should be.

Actually having trouble making out the logic behind the Event, Banks, and Assets lists. Is there a complete list somewhere?

How does Diesel fit into the scheme? I wasn't aware that other than the T-34s there even were diesel engines in the game?
Title: Re: Custom Sounds.
Post by: Chalenge on September 06, 2016, 05:16:28 AM
I've been playing all night trying to get the P-51 radiator whistle, the 109Supercharger, and F4U intercooler whistles working right. It's going to take some time to get all of these planes tuned up right! But, I still feel like I'm missing a lot of information on the sounds you are using. It's not anything like it used to be. Pretty cool though. Thanks for making the change.
Title: Re: Custom Sounds.
Post by: Chalenge on September 06, 2016, 05:24:18 AM
Challenge,

You might have just hit upon a future app for AH3 users.  Let's call it a "Sound Pack Mixer".  It would basically allow relatively low tech savvy users to choose which existing Fmod sound profiles to update, and then run them.   :pray  Would be extremely helpful in creating and updating custom Sound Packs as well.

FMOD is the mixer. The problem for most of the sound pack makers is that it doesn't work like previous versions. Not at all. It's actually better in a lot of ways and allows the game to take off like it never could before. It's really just limited to the events hitech chooses, if I understand how it bolts into the game. Making a sound that works for vehicles is pretty easy, but now it allows you to adjust the load, the rpm, how it sounds at various speeds, and how vehicles sound rolling across different terrain. It's going to be a TON of work to get the sounds fully fleshed out, and I am not really looking forward to that part, but I think once I finish I will want even more events.

We'll see.
Title: Re: Custom Sounds.
Post by: Chalenge on September 06, 2016, 08:31:20 PM
Actually having trouble making out the logic behind the Event, Banks, and Assets lists. Is there a complete list somewhere?

Stupid question. Sorry
Title: Re: Custom Sounds.
Post by: Condor on September 11, 2016, 11:14:14 AM
Is anyone working on GV sounds? I like the plane sounds I have heard but all GVS sound exactly the same.
Title: Re: Custom Sounds.
Post by: Chilli on September 11, 2016, 01:24:50 PM
Is anyone working on GV sounds? I like the plane sounds I have heard but all GVS sound exactly the same.

I am having to much fun with the game to be very much critical of what I am hearing so far.  The things that do POP OUT are volumes and direction.  If THIS could be calibrated individually in game, it might make up for the differences in sound device / hardware capabilities.

Whether or not it sounds like a 40's dodge or a 60's VW does not impact my game play as much as locating the direction or distance by sound volume does.
Title: Re: Custom Sounds.
Post by: Condor on September 11, 2016, 01:45:36 PM
I agree that tlling direction and distance are most important. I have problems with both in spite of the fact that I have a Soundblaster Z card. It would be nice to tell by sound,howver, if an approaching GV is an M3 or tiger.
Title: Re: Custom Sounds.
Post by: The Fugitive on September 11, 2016, 06:40:24 PM
Gun fire from other tanks sounds like a bomb went off near my tank. No directional ques at all
Title: Re: Custom Sounds.
Post by: Chalenge on September 11, 2016, 08:18:48 PM
Is anyone working on GV sounds? I like the plane sounds I have heard but all GVS sound exactly the same.

I started in on the Storch, M3, and Wirb (I will probably start the Tiger2 also), and the Wirb chassis and engine might be used for the other panzers.

Speaking just for me here:

Each vehicle and aircraft need to have their complete speed range defined in audio (as I understand it). This is very different from the way it was done in AH2. Once that is completed the external sounds must be adjusted to fit (or you can use recordings if you somehow manage to have that). FMOD makes it easier to adjust sounds by offset, so you don't have to have recorded so many channels.

My idea was to finish these and something like the P-51, Spit8, P-38, . . . something recognizable, and then release the first version.

If it turns out that my pack works well and it turns out I really do know what I am doing, then I might be convinced to make a video on how it all works. That is, even if someone beats me to the punch as it were.
Title: Re: Custom Sounds.
Post by: Chalenge on September 12, 2016, 07:33:04 PM
I'm commissioning a new music intro that will probably be big brass era, and something between the theme to RB and AH3. I'm not sure if it is recommended, but when I removed the music bank the theme I am using disappears and does not seem to affect the remaining banks. Hopefully, that will not introduce a bug of any sort. That should make it easier to change title music to something like Buffalo Springfield, or what have you.