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#1 |
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Captain
Join Date: Mar 2004
Location: Sacramento, CA., U.S.A.
Posts: 848
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Greetings pilots,
I hope to get some feedback on the way sounds are used on flight sims. Having launched jet aircraft myself, the sounds of most flight sims are very lame, in my opinion. In Falcon 4.0, the switches and aircraft ambient noise aren't very accurate. Even implimenting a new sound code (with alot of bugs that they still haven't fixed yet) doesn't sound very good (even if they recorded them from a real cotpit). My next part of my wish list will be to emphisize the sound data to the point where it is as ture to life as can be. (sound crads are pretty good now, most using 24 bit technology, in vurtual 5.1 suround or better) If you switch to a fly-by view, and your jet is cranking out 800+ knotts, a nice double thunder clapp "sonic BOOOOOM!!!", should be there some where. The effects of going "super sonic" should be modeled better as well. When going MACH, the cotpit is a very quiet place, actually. As you break the sound barrier, a high pitched wine should be all that you here from the surrounding airframe. The comm sounds are short, brief "key up and out" on the mic. Other aircraft that "key up" should sound properly muffled as there oxygen mask is tightly strapped around the helmit/face. I haven't heard a good flight sim yet as I hope these and other sounds are modeled more accuratly. What do you think pilots? :D |
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#2 |
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2nd Lieutenant
Join Date: Mar 2004
Posts: 98
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Having completely no experience and/or knowledge in this area, I'll take your word for it. It would be nice to get the sound as realistic as possible as well IMO. :thumbsup:
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#3 |
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Developer
Join Date: Mar 2004
Location: Poland
Age: 29
Posts: 473
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Yeah, sonic Booom, doppler effect, inside cocpit noises should be implemented. I don't know much about this but I hope FO developers make all sound great. My only experience in this area is 2-3 hour flight in proffesional military Su-22M4 (aka. Su-17M4) simulator. And I know one thing: There is a lot noises in cocpit!
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Spyro23 Quality Assurance Department ![]() It is a bad thing to run out of airspeed, altitude, and ideas all at the same time. |
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#4 | |
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Captain
Join Date: Mar 2004
Location: Sacramento, CA., U.S.A.
Posts: 848
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Spyro 23 wrote,
Quote:
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#5 |
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Developer
Join Date: Mar 2004
Location: Poland
Age: 29
Posts: 473
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I see what you mean.I wrote not only about hydraulics,engine ect. sounds but also about external sounds(I wrote about doppler effect-check it) I send my last post because in many sims in cocpit is to quietly. My sources also says that many of external sounds are quite well heard in cocpit (he also mention thunter so there must be truth):D
By the way. One this source (pilot) make some experiment because some noises in professional sim sounds unrealistic in his opinion. He put unpluged headphones on his head(all sounds were generated by sim loudspeakers outside pit) He says that in headphones all sounds looks better. I write this because in majority cases all sounds are recorded in cocpit. Pilots have helmets (with headphones) so maby this is the reason why some sounds are "unrealistic" in pilots opinions??
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Spyro23 Quality Assurance Department ![]() It is a bad thing to run out of airspeed, altitude, and ideas all at the same time. |
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#6 |
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Captain
Join Date: Mar 2004
Location: Sacramento, CA., U.S.A.
Posts: 848
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You and I are on the same page again Spyro 23, as in a fly-by view, the doppler effect would be predominant. When you go to the target view, you should be able to here all of the explosions ect. But inside the aircraft, when the canapy is closed/sealed, only the internal cotpit noise is heard. :thumbsup:
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#7 |
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Guest
Posts: n/a
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Great stuff guys. To make it realistic, the noises should be implemented correctly. I agree with you on this :thumbsup:
:drink: :drink: :military: ~S~ |
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#8 | |
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2nd Lieutenant
Join Date: Mar 2004
Location: London/UK
Posts: 122
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Quote:
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#9 |
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Guest
Posts: n/a
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That is also very true Antler, you can't satisfy just one crowd of people. Anyway what are the chances of two people having the exact same setup? So you have to cater for people with older hardware setups as well
:drink: :drink: :military: ~S~ |
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#10 |
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Captain
Join Date: Mar 2004
Location: Sacramento, CA., U.S.A.
Posts: 848
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Pretty much everything is scaleable. But what I'm suggesting is that the sound it'self is modeled accuratly. The source of the sound is good, but how it is heard in the cotpit, and the vibration and engine noise should be modeled correctly. :thumbsup:
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#11 |
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WO1
Join Date: Apr 2004
Posts: 13
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Sound means a great deal, understatment I know. But some game devs have really gone out of their way to ensure the audible experience is just as high as the visual one. Im thinking of Flying Lab Software that hired academy award winner Richard King as their sound producer for Pirates of the burning sea. Mr King worked on the Master and Commander movie as the sound producer.
This is really a great step in asuring to get the best possible and realistic sound experience for the title. Hiring a professional and experienced sound producer with movie making experience would be great for Fighter Ops as well. Tex |
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#12 |
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Captain
Join Date: Mar 2004
Location: Sacramento, CA., U.S.A.
Posts: 848
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Demos and intros will have some kind of musical score to be sure. I think that would be good to get you in the mood for some serious flight time. As for music during the flight, I don't think so. Music would be too much of a distraction and you might not here other important info on threat detection. :?
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#13 |
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WO1
Join Date: Apr 2004
Posts: 13
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I wasnt speakin music... I was speakin sounds... two different things.. ;)
Sounds producers do sounds and not music. ;) I could care less for ingame music as I always turn it off. If I play multi player I always use voice coms which doesnt go well with music. Though my singing over TS2 is stelar. ;) Tex |
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#14 |
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Lieutenant
Join Date: Mar 2004
Location: Abrantes/Portugal
Age: 38
Posts: 383
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As other factors sound is vital...
For the internal cockpit sounds, real pilots must have the final word I guess. If a viper pilot say that "this click isn´t heard" is because is the real thing in a viper! For the exterior sounds I think that pilots and a good sound producer would be great for Fighter Ops. I´m thinking of The ace combat 4 Sounds... fantastic...
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#15 |
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Developer
Join Date: Mar 2004
Location: Poland
Age: 29
Posts: 473
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Never played Ace Combat 4 but I belife what you wrote Bladehawk :thumbsup:
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Spyro23 Quality Assurance Department ![]() It is a bad thing to run out of airspeed, altitude, and ideas all at the same time. |
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