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Adding engine sounds to AI... (Read 1184 times)
Oct 11th, 2007 at 11:46pm

ThomasKaira   Offline
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Can this reasonably be done?
 
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Reply #1 - Oct 12th, 2007 at 4:50am

CAFedm   Offline
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Look at any aircraft that uses aliased sounds; by opening up an addon aircraft for example, you may see a sound.cfg file (which can be opened in Notepad), and which will look something like this:

[fltsim]
alias=C172\sound

To get the aircraft to adopt a different sound, you can substitute the aircraft folder name (C172 in this case) for something else (such as b747_400). The trick is, it needs to match the name of the aircraft folder exactly to work. I downloaded several freeware sound packs for big jets, turboprops, etc., and added them to select aircraft, then aliased other aircraft of similar size or with similar engine types, to create more diversity in AI aircraft sounds. Just remember to assign the "parent" sound files to a non-AI aircraft and then alias all your AI to them, otherwise it may impact performance in the sim. It can be a big exercise if you have lots of aircraft to work with, but the results will make you grin.
 

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Reply #2 - Oct 12th, 2007 at 5:11am

Hagar   Offline
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The engine sounds of AI aircraft are basic generic sounds as defined by the Engine Type in the AIR file, Prop, Jet etc. This will work even without a Sound.cfg file in the Sound folder. FSX might well be different as the default aircraft have an extra soundai folder complete with soundai.cfg.
 

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Reply #3 - Oct 12th, 2007 at 11:08pm

ThomasKaira   Offline
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I am running FS9, at this point.

OK, I am aliasing AI sounds to some of the different sound.cfgs for the AI planes, however, I am still hearing the generic one-size-fits-all engine noises. I am sure the aliasing is OK, as I am copy-pasting the name of the AC folder who's sounds I wish to use. Is there anything else I need to do?

BTW: This is only the case with AI planes. When I actually select the AI model to fly myself, the sounds work correctly, so I am thinking I missed a little tweak.
 
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Reply #4 - Oct 13th, 2007 at 5:44am

Hagar   Offline
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Quote:
I am running FS9, at this point.

OK, I am aliasing AI sounds to some of the different sound.cfgs for the AI planes, however, I am still hearing the generic one-size-fits-all engine noises. I am sure the aliasing is OK, as I am copy-pasting the name of the AC folder who's sounds I wish to use. Is there anything else I need to do?

BTW: This is only the case with AI planes. When I actually select the AI model to fly myself, the sounds work correctly, so I am thinking I missed a little tweak.

Please read my first reply again. In FS2002/4 the engine sound of all aircraft used as AI traffic is defined in the AIR files of those aircraft, NOT Sound.cfg. When used as AI traffic even Player flyable aircraft with their own sound files will use the generic Piston, Jet & Turboprop sounds. It's not possible to alias the AI sounds to the flyable aircraft sounds. AFAIK

AI sounds are heard from a distance so I don't understand the need to change it.

PS. The FS9\Sound folder contains 13 WAV files prefixed ai_. I assume these are the engine sounds used by the AI traffic. It should be possible to replace these with different sound files if you wish but all AI aircraft of the same type will still use the same sounds.
« Last Edit: Oct 13th, 2007 at 9:07am by Hagar »  

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Reply #5 - Oct 13th, 2007 at 12:25pm

ThomasKaira   Offline
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Hagar wrote on Oct 13th, 2007 at 5:44am:
Quote:
I am running FS9, at this point.

OK, I am aliasing AI sounds to some of the different sound.cfgs for the AI planes, however, I am still hearing the generic one-size-fits-all engine noises. I am sure the aliasing is OK, as I am copy-pasting the name of the AC folder who's sounds I wish to use. Is there anything else I need to do?

BTW: This is only the case with AI planes. When I actually select the AI model to fly myself, the sounds work correctly, so I am thinking I missed a little tweak.

Please read my first reply again. In FS2002/4 the engine sound of all aircraft used as AI traffic is defined in the AIR files of those aircraft, NOT Sound.cfg. When used as AI traffic even Player flyable aircraft with their own sound files will use the generic Piston, Jet & Turboprop sounds. It's not possible to alias the AI sounds to the flyable aircraft sounds. AFAIK

AI sounds are heard from a distance so I don't understand the need to change it.

PS. The FS9\Sound folder contains 13 WAV files prefixed ai_. I assume these are the engine sounds used by the AI traffic. It should be possible to replace these with different sound files if you wish but all AI aircraft of the same type will still use the same sounds.


Alright, any information on decompiling the AIR files?
 
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Reply #6 - Oct 14th, 2007 at 3:06am

Hagar   Offline
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You can edit AIR files with AirEd here. http://www.simviation.com/fsdesign_utilities.htm

The variable that defines the AI sound is 310 Engine Type. You are limited to 0 Piston, 1 Jet, 2 None (Glider), 3 Helicopter Turbine, 4 Rocket & 5 Turbprop. The number of engines might also affect it. I don't think there is a Helicopter or Rocket sound. I'm not sure if changing the Engine Type will affect the performance of the Player flyable aircraft. I still don't see the point.
 

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