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P3D v4 Possible to play sound without animation?

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885
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germany
Hi,

I built a small scene with a detuner with three parts:

1. Detuner - empty around the clock - appears fine.
2. Detuner standby - Aircraft and GSE added. This part is only visible at a specific time - appears fine.
3. Detuner action - MDL only consisting of a flashlight and smoke effects with added afterburner sound....normally.... - appears fine, but no sound....

So my question is:
Normally, a sound in SODE comes with an animation, but in my case, I don't need any animation.
Is it possible to play the afterburner sound without any animation? Means, only playing when the 3rd part of the scene does appear?

My added lines inside the xml so far:
(ETUR_DETUNER) is added here on top:

<EnvironmentalDataProbe ClientList="ETUR_SL_Arrester_09;ETUR_SL_Arrester_27;BJP_Sock_EAST;BJP_Sock_WEST;ETUR_MOBILE_TOWER_09;ETUR_MOBILE_TOWER_27;ETUR_DETUNER"/>

Then the entry of the 3rd scene as follows:

<SimObject Name="ETUR_DETUNER">
<Placement Lat="51.195490888" Lon="6.113313786" Alt="0#AGL" Hdg="173.1"/>
<Model SimTitle="ETUR_DETUNER_ACTION">
<ConditionalVisibility Variable="Time" Value="0931-0959;1301-1359LT"/>
<Sound FileName="TORNADO_DETUNER_TRIEBWERK.wav" Loop="Yes" MinDistance="20" MaxDistance="800"/>
</Model>
</SimObject>
</SODE>

Using this lines, it does not work....

Sound wav is 16bit mono....
 
Hi,
This is written in the SODE Developer Guide...

I quote:
"SODE runs an internal DirectSound engine, playing sounds during animations and to play the radio click sound effect. It can only use wave files. Preferably, the format is 8-bit mono, but it should work with other formats.
The sounds are placed in a “sound” subfolder in the SimObject container.
Note: It is important to add the line „Module=SODE“ in the „[General]“ section of the sim.cfg file. Else, SODE won’t be able to find the wave files."

Sound only works in conjunction with an animation.
 
Ah okay, that's what I was afraid of. So I will do some experiments to add an animation to the 3rd scene.
Thank you.
 
Yes, sounds are only possible together with triggered animations, since this was not possible using the official FSX SDK.
However, static sounds can of course be added using FS SDKs effects system.
I think this project has used static sounds for ambient noise as attached effects and used SODE to inject the object using conditions. Very neat application of SDK and SODE possibilities!

 
3. Detuner action - MDL only consisting of a flashlight and smoke effects with added afterburner sound....normally.... - appears fine, but no sound....

Create a normal sound effect with controller file and adapt the controller to the MDL file.
Controller is used for better control of the sound effect.

If the MDL file is then displayed, the sound will also be heard.
 
Mike, sorry for confusing, but what do you mean with "controller file"? I am sorry but I am really not familiar with those details - too little experience with that :scratchch
In most case, I use Jeffreys excellent examples to get my few SODE commandes to work, but if it becomes more difficult, I am lost....
 
With the controller file, you can better control the effect.
For sounds, it would be mainly the removal.
Without a controller it often happens that the sound is still heard over several kilometers, even though you have only set a distance of e.g. 500m in the effect.

For example, a sound effects file...
Code:
[Library Effect]
Lifetime=5
Version=2.00
Display Name=Sound
Radius=200
Priority=0

[Sound]
FileName=Sound.wav
MinAttenuationDistance=20.00
Looping=TRUE

[Properties]

[Emitter.0]
Lifetime=58.00, 58.00
Delay=1.00, 1.00
Bounce=0.00
Rate=1.00, 1.00
X Emitter Velocity=0.00, 0.00
Y Emitter Velocity=0.00, 0.00
Z Emitter Velocity=0.00, 0.00
Drag=0.00, 0.00
X Particle Velocity=0.00, 0.00
Y Particle Velocity=0.00, 0.00
Z Particle Velocity=0.00, 0.00
X Rotation=0.00, 0.00
Y Rotation=0.00, 0.00
Z Rotation=0.00, 0.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Pitch=0.00, 0.00
Bank=0.00, 0.00
Heading=0.00, 0.00

[Particle.0]
Lifetime=0.00, 0.00
Type=19
X Scale=0.00, 0.00
Y Scale=0.00, 0.00
Z Scale=0.00, 0.00
X Scale Rate=0.00, 0.00
Y Scale Rate=0.00, 0.00
Z Scale Rate=0.00, 0.00
Drag=0.00, 0.00
Color Rate=0.00, 0.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Fade In=0.00, 0.00
Fade Out=0.00, 0.00
Rotation=0.00, 0.00
Face=0, 0, 0

[ParticleAttributes.0]
Blend Mode=0
Texture=fx_aurora.bmp
Bounce=0.00
Color Start=0, 0, 0, 0
Color End=0, 0, 0, 0
Jitter Distance=0.00
Jitter Time=0.00
uv1=0.00, 0.00
uv2=0.00, 0.00
X Scale Goal=0.00
Y Scale Goal=0.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00

The most important entries are:
#Radius=200 <--- the maximum audible radius in meters
#FileName=Sound.wav <--- the name of the sound file in the sound folder
#MinAttenuationDistance=20.00 <--- the radius where the sound file has 100% volume and decreases evenly to 0% up to the #Radius entry...
#Lifetime=58.00, 58.00 <--- the entry should correspond to the length of the sound file with Looping=TRUE...
The remaining entries can be left like this.

The example of a controller file:
Code:
[Library Effect]
Lifetime=5
Version=2.00
Radius=200
Priority=0

[controller.0]
lifetime=0.00, 0.00
type=3
distance=200.00, 200.00
delay=58.00, 58.00
x offset=0.00, 0.00
y offset=0.00, 0.00
z offset=0.00, 0.00
effect.0=sfx_Sound, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00

Here are the most important entries:
#Radius=200 <--- the maximum audible radius from the effect file
#type=3 <--- the entry (3) is responsible for the distance
#distance=200.00, 200.00 <--- the maximum audible radius
#delay=58.00, 58.00 <--- the length of the sound file
#effect.0=sfx_Sound <--- Name of the effect file

Then attach the controller file with the MCX to the desired 3D object (mdl file).
This can also be a SODE controlled mdl file.

Click here for the appropriate section (effects) in the P3Dv5 SDK
(http://www.prepar3d.com/SDKv5/sdk/modeling/special_effects/special_effects_overview.html)...
 
Ah, thank you, Mike.

Last week I already did some experiments with an additional entry inside my Detuner light effect as well:

[Library Effect]
Lifetime=5
Version=2.00
Radius=-1
Priority=0
[Sound]
FileName=TORNADO_DETUNER_TRIEBWERK.wav
MinAttenuationDistance=20.00
Looping=TRUE


[Properties]
Cockpit=1
VirtualCockpit=1
Spot=1
Tower=1
Map=1


[Emitter.0]
Lifetime=0.00, 0.00
Delay=0.00, 0.00

>>

But it didn't work.

So simply create a wav-only effect may help indeed. Then attaching it via MCX is a great idea! I will try this shortly....

Thanks again.
 
Okay,

against expetation I got my Detuner scene to work - finally, but very slowly...

It also works with animation know within I use the flash light as a dummy and did create a start and a stop key. I am very happy about this because I hope I can add an interaction via text command to start the afterburner sound now by SODE....
So sound without animation is no longer needed (at least at this scene....)
Now everything went fine except for one ongoing issue: The sound loop is much too short.

But that's not the right topic, so I would like to aks this at another place. Thank you all for hints and suggestion!

To all who are interested in my ongoing issue

(...from post 2 there...)
 
Last edited:
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