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Adding sound to effects

This is from barnstorm.fx

[Library Effect]
Lifetime=5
Version=2.00
Radius=0
Priority=0
Sound=5
Sound Param=40

I don't know how it works, but I think this effect plays sound.
Go to your FS2004 sound folder and listen to barn_fx.wav. I'm not sure how to call it or trigger it from the effect. Also, if I remember right, CFS2 had some effects with sound.
It doesn't seem to be documented in the SDK, but I haven't made a thourgh search.
 
archtx said:
This is from barnstorm.fx

[Library Effect]
Lifetime=5
Version=2.00
Radius=0
Priority=0
Sound=5
Sound Param=40

I don't know how it works, but I think this effect plays sound.
Go to your FS2004 sound folder and listen to barn_fx.wav. I'm not sure how to call it or trigger it from the effect. Also, if I remember right, CFS2 had some effects with sound.
It doesn't seem to be documented in the SDK, but I haven't made a thourgh search.


thanks alot bro I got it. here is some of a post that helps if you want it


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Top Microsoft Flight Simulators MSFS Scenery Design Forum topic #15140
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Subject: "sounds for effects" Previous topic | Next topic

ibanez737 Sun Oct-19-03 10:31 PM
Member since Oct 19th 2003
113 posts

#15140, "sounds for effects"


Is it possible to attatch a sound to an effect file in Flight Simulator? Example: hear a blast and rumble during a volcanic eruption. A response to this would be very helpful.
-Scott Armstrong



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Replies to this topic


InBetween Mon Oct-20-03 12:10 AM
Member since Aug 21st 2002
121 posts

#15141, "RE: sounds for effects"
In response to Reply # 0
Mon Oct-20-03 12:21 AMby InBetween

Greetings,

It is indeed possible, ala the default fireworks display,
or the flying chickens in the barnstorm effect in FS2004.

Open the file fx_barnstorm.fx (in the FS9\effects folder)
with Notepad and see the lines:

Sound=5
Sound Param=40


These lines call a sound that is "hard-coded" into the Sim.
The Sim looks for a specific wav file connected to the number "40",
in this case the wav file "barn.wav" found in the FS9\sound folder.

Cfs2 used this a lot in the effects files, here is the list:


----------------------------------------------------
Sound filenames associated with effects file entries
----------------------------------------------------

Sound type "5"

Where three filenames are listed, one will play at
random at each initiation of the effect...

----------------------------------------------------
FX file entry sound file(s)
----------------------------------------------------
Sound=5
Sound Param=0
firework.wav
----------------------------------------------------
Sound=5
Sound Param=3
xvlg_exp.wav
----------------------------------------------------
Sound=5
Sound Param=4
amb_aexp1a.wav
amb_aexp1b.wav
amb_aexp1c.wav
----------------------------------------------------
Sound=5
Sound Param=7
amb_aexp2a.wav
amb_aexp2b.wav
amb_aexp2c.wav
----------------------------------------------------
Sound=5
Sound Param=10
amb_aexp3a.wav
amb_aexp3b.wav
amb_aexp3c.wav
----------------------------------------------------
Sound=5
Sound Param=13
amb_aexp4a.wav
amb_aexp4b.wav
amb_aexp4c.wav
----------------------------------------------------
Sound=5
Sound Param=16
amb_wexp1a.wav
amb_wexp1b.wav
amb_wexp1c.wav
----------------------------------------------------
Sound=5
Sound Param=19
amb_wexp2a.wav
amb_wexp2b.wav
amb_wexp2c.wav
----------------------------------------------------
Sound=5
Sound Param=22
amb_wexp3a.wav
amb_wexp3b.wav
amb_wexp3c.wav
----------------------------------------------------
Sound=5
Sound Param=25
amb_wexp4a.wav
amb_wexp4b.wav
amb_wexp4c.wav
----------------------------------------------------
Sound=5
Sound Param=28
amb_gexp1a.wav
amb_gexp1b.wav
amb_gexp1c.wav
----------------------------------------------------
Sound=5
Sound Param=31
amb_gexp2a.wav
amb_gexp2b.wav
amb_gexp2c.wav
----------------------------------------------------
Sound=5
Sound Param=34
amb_gexp3a.wav
amb_gexp3b.wav
amb_gexp3c.wav
----------------------------------------------------
Sound=5
Sound Param=37
amb_gexp4a.wav
amb_gexp4b.wav
amb_gexp4c.wav
----------------------------------------------------

Sound type "6"

These sounds play at one of four different "speeds"
or "tones", chosen randomly each time by the Sim...

The filename listed will play at each initiation
of the effect, with four possible variations...

----------------------------------------------------
FX file entry sound file(s)
----------------------------------------------------
Sound=6
Sound Param=1
imp_large_a.wav
----------------------------------------------------
Sound=6
Sound Param=2
imp_large_b.wav
----------------------------------------------------
Sound=6
Sound Param=3
imp_large_c.wav
----------------------------------------------------
Sound=6
Sound Param=4
imp_large_d.wav
----------------------------------------------------
Sound=6
Sound Param=5
imp_large_e.wav
----------------------------------------------------
Sound=6
Sound Param=6
imp_med_a.wav
----------------------------------------------------
Sound=6
Sound Param=7
imp_med_b.wav
----------------------------------------------------
Sound=6
Sound Param=8
imp_med_c.wav
----------------------------------------------------
Sound=6
Sound Param=9
imp_med_d.wav
----------------------------------------------------
Sound=6
Sound Param=10
imp_med_e.wav
----------------------------------------------------
Sound=6
Sound Param=11
imp_small_a.wav
----------------------------------------------------
Sound=6
Sound Param=12
imp_small_b.wav
----------------------------------------------------
Sound=6
Sound Param=13
imp_small_c.wav
----------------------------------------------------
Sound=6
Sound Param=14
imp_small_d.wav
----------------------------------------------------
Sound=6
Sound Param=15
imp_small_e.wav
----------------------------------------------------
Sound=6
Sound Param=16
imp_small_f.wav
----------------------------------------------------
Sound=6
Sound Param=17
imp_small_g.wav
----------------------------------------------------



In FS2002/4 these still work, just use one of the combos
above in naming the new sound....

EDIT:

I forgot to mention the limitations:

Sounds are "global" (heard everywhere).
Sound plays once per effect initation, for the length of the wav file.


Regards,

JR




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ibanez737 Mon Oct-20-03 12:31 AM
Member since Oct 19th 2003
113 posts

#15142, "RE: sounds for effects"
In response to Reply # 1


Thanks for all the great info, this will help a lot!
-Scott Armstrong



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Frank Betts Mon Oct-20-03 03:43 AM
Member since Jul 04th 2002
953 posts

#15145, "RE: sounds for effects"
In response to Reply # 2


That would be nice if you could trigger a certain spot. Say, when you pull up to a designated area and then you would hear a recorded instruction or what ever.

www.flightsimsetc.dhs.org





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ibanez737 Wed Oct-22-03 12:49 AM
Member since Oct 19th 2003
113 posts

#15206, "RE: sounds for effects"
In response to Reply # 3


Yeah, it would be nice if Microsoft would make the sound parameters a little more versatile. I'm trying to get the sound to play 20 seconds into the effect, and i guess the only way to do that is to record 20 seconds of silence before the sound comes in in the wav file. A parameter for volume would be helpful as well. Oh well; maybe in FS2006.



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PaavoP Wed Oct-22-03 03:00 PM
Member since Jul 13th 2003
40 posts

#15219, "RE: sounds for effects"
In response to Reply # 4
Wed Oct-22-03 03:06 PMby PaavoP

Well, it is possible to play a sound at an certain location (I've tested it and it works just fine). You have to create two files: a controller and a effect file.

Here's how I did it:

---The Controller (Cntrl_estscen_summerday.fx)---

Lifetime=5
Version=1.00
Radius=500
Priority=0


lifetime=0.0, 0.0
type=3
distance=500.00, 500.00 //effect will be triggered if user is 500m or less away from the controller
delay=10.00, 10.00
x offset=0.00, 0.00
y offset=0.00, 0.00
z offset=0.00, 0.00
effect.0=fx_estscen_summerday, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00
-------------------------------------------------

---The effect itself (fx_estscen_summerday.fx)---

Lifetime=5
Version=2.00
Display Name=Kevadel, suvel ja sügisel kasutatav taustaheli pehme linnulauluga.
Radius=0
Priority=0
Sound=5
Sound Param=4


Cockpit=0
VirtualCockpit=0
Spot=0
Tower=0
Map=0


Lifetime=1.00, 1.00
Delay=0.00, 0.50
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, 0.01
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
-------------------------------------------------

BTW - Shouldn't we work out some kind of "standard" set of sounds and effects? I mean if one designer uses "Sound=5/Sound Param=4" to play the sound of water and other one uses the same parameters and sound files to play city noise or something then it will cause a conflict and will ruin one of the sceneries.
 
Here is the only reference I find in the SDK:

The [Distance] parameter tells the scenery engine how close you have to be before this effect is either visible or audible. You can use this parameter to create location specific sound effects. Use this parameter with the Distance controller.
 
One question,

How do you hard code the number in to the WAV file? Like barn_fx.wav is coded to the number 40.

Thanks
 
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