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Flight Réplicas Douglas Dc-4 and B-24 free Released

While going through the textures I noticed that Irish angel is not my latest version. In the present version the metal is still blotchy. On purpose? To be sure I'll resend the latest version. Same for the native D model textures.

Paul
All the dropbox links showed as "deleted" except "That's All Brother" - I assumed you'd changed your mind and wanted to keep Irish Angel as is. Send over whatever you've got and I'll add it to the package.
 
I'm having some issues with the B-24. The engine sound doesn't change from idle to full power, it sounds like it's constantly at full chat. The throttles are moving and other aircraft work fine so not sure what's happening here. Can anyone advise on the issue? I'm using a T.16000 Thrustmaster, nothing fancy. Thanks
 
It's just the way the sounds are on this FSX conversion. I'd love to improve the sounds on this aircraft but that would need a new dedicated WWISE sound pack - which realistically isn't going to happen on a freeware project. Your best option is to follow the readme instructions to map it to the DC6 sound pack, if you own that aircraft.
 
If I understand Guzler's remark correctly "The engine sound doesn't change from idle to full power,", here is my opinion.

If we look carefully at the sound.cfg file in this pack, we notice that there are several files of the type xB24_rpm0x.wav [01 - 043] and that each of these files is called by the sound.cfg file depending on the power required via throttles.
When listening, these files are all different in terms of bass and amplitude, so the fact that they come from an FSX conversion has no impact: the sounds even FSX, that is to say Legacy, should work under MSFS 2020. That one wants to improve them with a WWISE pack is one thing but that these Legacy sounds do not work is another.

The first sounds we used on the Stearman were Legacy sounds and no one remarked that the sounds did not change according to the RPMs.
 
If I understand Guzler's remark correctly "The engine sound doesn't change from idle to full power,", here is my opinion.

If we look carefully at the sound.cfg file in this pack, we notice that there are several files of the type xB24_rpm0x.wav [01 - 043] and that each of these files is called by the sound.cfg file depending on the power required via throttles.
When listening, these files are all different in terms of bass and amplitude, so the fact that they come from an FSX conversion has no impact: the sounds even FSX, that is to say Legacy, should work under MSFS 2020. That one wants to improve them with a WWISE pack is one thing but that these Legacy sounds do not work is another.

The first sounds we used on the Stearman were Legacy sounds and no one remarked that the sounds did not change according to the RPMs.
OK thanks for this, I assumed that we were stuck with what we have, since we have barely touched the sound.cfg. Thanks for the guidance I'll see if we can make some improvements with the legacy sounds; it's encouraging news that you think we can! I just need to do some learning about legacy sound methodology.

Any sound fixes won't be in V18 since that's hopefully going to be released imminently, but it'll be on the shortlist for V19!
 
In the past, there was a very practical tool called FS Sound Studio (http://www.fssoundstudio.com) It is still on sale and not very expensive (20$ USD). It allowed to work on WAV files in a very intuitive way (Online manual: http://www.fssoundstudio.com/help)

Even if the WWISE system seems to impose itself, we still have the possibility to add Legacy sounds to a WWISE set to correct it or if we cannot modify it directly (in case we use an existing pack on another aircraft for example).

PS: The price of a WWISE package creation is between 1500 (mono engine) & 2000 $USD.
 
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Thanks @lagaffe - I already made some good progress understanding how the sound works - I'm rebuilding it using sound.xml instead of sound.cfg, but with the original WAV files. I wrongly assumed there wasn't much we can do, but I stand corrected!

Out of interest, I'm looking for some generic WAV sound files for switches, levers, fuel pumps, etc. Is there any good source for these? Obviously need to be open source.
 
Thanks for your responses guys. I thought I had an issue at my end, but great to see the B-24 getting this love. I don't have the DC-6 so will wait patiently for the updates.
 
An evening spent playing with the engine sound curves was (in my opinion) successful. Hopefully we can get the new sounds to you all soon!

Here's an example of how (for a single engine) 4 different samples are blended together based on engine RPM. The vertical axis is the volume parameter. Each colour line is one engine sample sound: the blue line is the rough barely idling sound, progressing through red and yellow as the engine RPM increases into cruise range, then blending in the buzzy high RPM of the green line.

1763374185753.png
 
Yes, these are exactly the type of curves that FS Sound Studio allows to manipulate to obtain smooth transitions between different samples.
As if the old tools still allow you to work efficiently ...
 
Yes, these are exactly the type of curves that FS Sound Studio allows to manipulate to obtain smooth transitions between different samples.
As if the old tools still allow you to work efficiently ...
If I find myself needing to do more sound than just this single project then I might buy it since it does look useful, but for now I'll stick with a spreadsheet plus some trial-and-error reloading in the sim. Thankfully I have a bare-bones MSFS 2020 install on my PC so I can easily reload the aircraft from the SDK after making changes to the sound xml (I don't have the project itself).

I've created some formulas in my spreadsheet to build chunks of XML for the sound curves, which minimises my copy-pasting!
 
With regard to the sound.xml, something I've just learned is possible thanks to "SV-001/R" in the FS2 Discord is using multiple volume curves on each <Sound> tag. The VolumeCurve section which reads the "INTERACTIVE POINT OPEN" value allows us to "fake" door/window sound deadening without being forced down the WWISE path. Figured others might find it helpful.
If I find myself needing to do more sound than just this single project then I might buy it since it does look useful, but for now I'll stick with a spreadsheet plus some trial-and-error reloading in the sim. Thankfully I have a bare-bones MSFS 2020 install on my PC so I can easily reload the aircraft from the SDK after making changes to the sound xml (I don't have the project itself).

I've created some formulas in my spreadsheet to build chunks of XML for the sound curves, which minimises my copy-pasting!



<Sound WwiseEvent="Combustion" EngineIndex="1" Wwisedata="false" FileName="piper_rpm2" ViewPoint="Inside" ConePitch="0" ConeHeading="0" InsideConeAngle="360" OutsideConeAngle="360" OutsideConeVolume="10000" NodeName="C90_simp">
<PitchCurve SimVar="GENERAL ENG COMBUSTION SOUND PERCENT" Units="percent over 100" Index="1">
<Point SimValue="0.211" Output="0.977" />
<Point SimValue="0.35" Output="1.122" />
</PitchCurve>
<VolumeCurve SimVar="GENERAL ENG COMBUSTION SOUND PERCENT" Units="percent over 100" Index="1">
<Point SimValue="0.028" Output="0" />
<Point SimValue="0.063" Output="15.2" />
<Point SimValue="0.118" Output="74.4" />
<Point SimValue="0.287" Output="83.2" />
<Point SimValue="0.347" Output="12.8" />
<Point SimValue="0.438" Output="0" />
<Point SimValue="0.731" Output="0" />
<Point SimValue="0.863" Output="0" />
</VolumeCurve>
<VolumeCurve SimVar="INTERACTIVE POINT OPEN" Units="percent over 100" Index="0">
<Point SimValue="0" Output="33" />
<Point SimValue="1" Output="100" />
</VolumeCurve>
</Sound>`
Each <Sound> tag in sound.xml can have multiple <VolumeCurve> tags. I can make sound insulation with door open and close with that.
 
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