Adding engine sounds to AI...

Adding Aircraft Traffic, airport gates, etc, to your Sim - AFCAD, TTools, Project AI, AI Aircraft, etc

Adding engine sounds to AI...

Postby ThomasKaira » Thu Oct 11, 2007 10:46 pm

Can this reasonably be done?
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Re: Adding engine sounds to AI...

Postby CAFedm » Fri Oct 12, 2007 3:50 am

Look at any aircraft that uses aliased sounds; by opening up an addon aircraft for example, you may see a sound.cfg file (which can be opened in Notepad), and which will look something like this:

[fltsim]
alias=C172\sound

To get the aircraft to adopt a different sound, you can substitute the aircraft folder name (C172 in this case) for something else (such as b747_400). The trick is, it needs to match the name of the aircraft folder exactly to work. I downloaded several freeware sound packs for big jets, turboprops, etc., and added them to select aircraft, then aliased other aircraft of similar size or with similar engine types, to create more diversity in AI aircraft sounds. Just remember to assign the "parent" sound files to a non-AI aircraft and then alias all your AI to them, otherwise it may impact performance in the sim. It can be a big exercise if you have lots of aircraft to work with, but the results will make you grin.
Last edited by CAFedm on Fri Oct 12, 2007 3:54 am, edited 1 time in total.
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Re: Adding engine sounds to AI...

Postby Hagar » Fri Oct 12, 2007 4:11 am

The engine sounds of AI aircraft are basic generic sounds as defined by the Engine Type in the AIR file, Prop, Jet etc. This will work even without a Sound.cfg file in the Sound folder. FSX might well be different as the default aircraft have an extra soundai folder complete with soundai.cfg.
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Re: Adding engine sounds to AI...

Postby ThomasKaira » Fri Oct 12, 2007 10:08 pm

I am running FS9, at this point.

OK, I am aliasing AI sounds to some of the different sound.cfgs for the AI planes, however, I am still hearing the generic one-size-fits-all engine noises. I am sure the aliasing is OK, as I am copy-pasting the name of the AC folder who's sounds I wish to use. Is there anything else I need to do?

BTW: This is only the case with AI planes. When I actually select the AI model to fly myself, the sounds work correctly, so I am thinking I missed a little tweak.
Last edited by ThomasKaira on Fri Oct 12, 2007 10:09 pm, edited 1 time in total.
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Re: Adding engine sounds to AI...

Postby Hagar » Sat Oct 13, 2007 4:44 am

I am running FS9, at this point.

OK, I am aliasing AI sounds to some of the different sound.cfgs for the AI planes, however, I am still hearing the generic one-size-fits-all engine noises. I am sure the aliasing is OK, as I am copy-pasting the name of the AC folder who's sounds I wish to use. Is there anything else I need to do?

BTW: This is only the case with AI planes. When I actually select the AI model to fly myself, the sounds work correctly, so I am thinking I missed a little tweak.

Please read my first reply again. In FS2002/4 the engine sound of all aircraft used as AI traffic is defined in the AIR files of those aircraft, NOT Sound.cfg. When used as AI traffic even Player flyable aircraft with their own sound files will use the generic Piston, Jet & Turboprop
Last edited by Hagar on Sat Oct 13, 2007 8:07 am, edited 1 time in total.
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Re: Adding engine sounds to AI...

Postby ThomasKaira » Sat Oct 13, 2007 11:25 am

I am running FS9, at this point.

OK, I am aliasing AI sounds to some of the different sound.cfgs for the AI planes, however, I am still hearing the generic one-size-fits-all engine noises. I am sure the aliasing is OK, as I am copy-pasting the name of the AC folder who's sounds I wish to use. Is there anything else I need to do?

BTW: This is only the case with AI planes. When I actually select the AI model to fly myself, the sounds work correctly, so I am thinking I missed a little tweak.

Please read my first reply again. In FS2002/4 the engine sound of all aircraft used as AI traffic is defined in the AIR files of those aircraft, NOT Sound.cfg. When used as AI traffic even Player flyable aircraft with their own sound files will use the generic Piston, Jet & Turboprop
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Re: Adding engine sounds to AI...

Postby Hagar » Sun Oct 14, 2007 2:06 am

You can edit AIR files with AirEd here. http://www.simviation.com/fsdesign_utilities.htm

The variable that defines the AI sound is 310 Engine Type. You are limited to 0 Piston, 1 Jet, 2 None (Glider), 3 Helicopter Turbine, 4 Rocket & 5 Turbprop. The number of engines might also affect it. I don't think there is a Helicopter or Rocket sound. I'm not sure if changing the Engine Type will affect the performance of the Player flyable aircraft. I still don't see the point.
Last edited by Hagar on Sun Oct 14, 2007 2:18 am, edited 1 time in total.
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