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XML Sound Gauges (Read 846 times)
Apr 16th, 2010 at 3:32pm

adambot3000   Offline
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I make realistic soundpacks
for Flight Simulator
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Hello everybody, I have a couple questions regarding XML Gauges that play sounds.

I am just wondering if there is a tutorial out there on making XML Gauges that play sounds in certain situations?
Like what I want to do, is at least make an XML Sound Gauge that only plays a sound when the throttles are all the way up and the plane is not moving.

I am a freeware sound developer and I make soundsets for planes in Flight Sim, you can check out my A320 Soundset on the video page on this site or on Youtube, I post more on youtube though.

Anyway, I would gladly appreciate if someone could give me a tutorial on making XML Sound Gauges or show me a website or whatever. Please and Much Thanks in Advance!

Adam
 
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Reply #1 - Apr 16th, 2010 at 5:26pm

Webb   Ex Member
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Reply #2 - Apr 22nd, 2010 at 2:26pm

Tech Diver   Offline
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Adam, I think I found what you are looking for. A fellow named Doug Dawson has a gauge in the Simviation library called "XML Sound gauges v2.1". It is available here: http://www.simviation.com/fsgauges_8.htm.

I downloaded the file but haven't tried it out yet. I don't know your level of XML programming but you probably want to write something like:


Code:
<Gauge Name="whatever you want to call it" Version="1.0">
	<Comment>
	Gauge to automatically play a sound when at full throttle and not moving.
	</Comment>

	<Update Frequency="6"/>


	<Element>
		<Select>
			<Value>
			(A:ENG1 N1 RPM,percent) 10 &gt;
			(A:GENERAL ENG1 THROTTLE LEVER POSITION,percent) 99 &gt; &amp;&amp;
			(A:GROUND VELOCITY,knots) 0 == &amp;&amp;
			if{
				<Comment> Invoke the sound stuff here</Comment>
				1 (&gt;L:AC_Sound01,number)

			}
			</Value>
		</Select>
	</Element>
</Gauge>
 



Be aware that I have NOT tested the code that I have written above. Note that you not only have to check for full throttle and no motion, but also that the engine is running (thus my statement checking that "ENG1 N1 RPM" is greater than 10%).

Good luck and let us know how it works. I may have a need for this as well sometime in the future.

Peter
 
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Reply #3 - Apr 22nd, 2010 at 4:50pm

adambot3000   Offline
Lieutenant Colonel
I make realistic soundpacks
for Flight Simulator
CYYT

Gender: male
Posts: 8
*****
 
Thanks alot Tech Diver!

I have already downloaded Doug Dawson's DSD_Sound.gau.
I have never really done much programming with XML gauges at all in general but thanks alot for that code! I might try it out sometime soon once I learn how to set it all up.

Also, is there any way I can make XML sounds ONLY play in the interior and make another XML sound play ONLY outside the plane?

See, what I am trying to recreate in FS2004 is, you know how when you are on either a King Air or a Beech 1900, and the Pratt & Whitney Canada PT6A engines power up for take off you hear that loud roaring and then the plane moves and the roaring dies down to a humming sound? That is what I am trying to do.

But thanks so much for your support!

Adam
 
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Reply #4 - Apr 22nd, 2010 at 6:19pm

Tech Diver   Offline
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Concord, Massachusetts

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Posts: 196
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I believe that what you want to acheive can be done entirely in the sound.cfg file. You can reserve a specific sound to be active during a specific engine RPM range (this is exactly how reverse thrust works).

Your description of the intial roar followed by the humm happens because it takes time for the engine RPM to increase and reach the "humming" state, and not really because the aircraft is in motion. I bought the TSS CFM-56 Soundpack for the Airbus and that is exactly what it does. Do you use any editing tool such as FS Sound Studio? With that tool you can graphically set the RPM of the "humm zone".

As for your interior vs exterior, I'm sorry to say that I don't know the answer. However, you probably already know that it can easily be set in the sound.cfg file.

I will look into this topic some more and let you know if I discover anything helpful.

Peter
 
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