Question regarding FS Recorder

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Nigel H-J
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Question regarding FS Recorder

Post by Nigel H-J »

Just a bit unsure and wonder if any-one might be able to shed some light on this question.

When I did the vid of the Viscount and Vanguard the engines sounded different to what they are in FS, i.e. record say the VC10 on take-off then go to FS Recorder and select Play as Traffic then add another aircraft such as the BAC 1-11 waiting to line up....the VC10 on Play as Traffic no longer sounds like a VC10 engine but more of a wisper jet, is this just a downside to FS Recorder or is there a way to ensure that the sounds remain as they should?

Many thanks in advance

Nigel.
I used to be an optimist but with age I am now a grumpy old pessimist.

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petermcleland
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Re: Question regarding FS Recorder

Post by petermcleland »

Nigel, you can only have the genuine aircraft sounds if you record and "Play" the recording back. If you "Play as Traffic" then you get Traffic sounds the same as other FS9 Traffic.

A classic example of this is shown in this video:-

http://www.petermcleland.com/video/TopDogStartup720.wmv

You can hear the proper engine noise on the one that is actually starting but the ones that are already started and are playing as Traffic only have traffic sound.

I use AiBlast for my traffic but I have not noticed whether this affects these "Played as Traffic" sounds but I suspect NOT but I will try to establish that :flying:

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Nigel H-J
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Re: Question regarding FS Recorder

Post by Nigel H-J »

Many thanks Peter, I have been scratching my head over this for some time now especially after having done the vid of the Vanguard and Viscount and maybe thought it was me.

Regards
Nigel.
I used to be an optimist but with age I am now a grumpy old pessimist.

Jetstreamsky
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Re: Question regarding FS Recorder

Post by Jetstreamsky »

It`s one of the biggest advantages of FSX that you can set up a soundai folder per aircraft and use the same sounds as the 1st person model uses, for me the poor ai sounds available for fs9 was always a big limiting factor.

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Re: Question regarding FS Recorder

Post by TSR2 »

I haven't come across the soundai folder thing in FSX before.... can you tell us how its done? :)
Ben.:tunes:

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Jetstreamsky
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Re: Question regarding FS Recorder

Post by Jetstreamsky »

Wow, Sorry for the late reply, didn't notice your post.

If you look at the default aircraft in the Simobjects.airplanes folder, you'll see there is a soundai subfolder alongside the normal sound folder. In here is another set of sound files and a soundai.cfg file used to control the various wave files in just the same way as the sound.cfg does in the sound folder.

These soundai wave files are often quite limited and can be greatly improved upon. Only the exterior sounds are needed, but messing about changing everything is a lot of effort, so I've adopted a simple and quick method for big improvements,

First I upgrade the sound files for the normal sound folder, then I make a copy of the sound.cfg and rename it to soundai.cfg keeping this new file in the normal sound folder. Then I replace the soundai.cfg in the soundai folder with a simple alias version pointing to the main sound folder.

In this way, ai and FSRecorder traffic will find the soundai folder and be directed to the normal sound folder for the wave files which are governed by the soundai.cfg in the normal sound folder.

You can edit the soundai.cfg to remove interior sounds and flap sounds etc, but for the most part I don't bother.

For models that don't have a soundai folder, simply create the folder, create the soundai.cfg aliasing the sound folder and copy the sound.cfg as a soundai.cfg in that sound folder, in exactly the same way.

Hope that explains it, it's a bit wordy so here's a summary

simobjects.airplanes.extra300.sound sound.cfg copied and renamed as soundai.cfg
simobjects.airplanes.extra300.soundai soundai.cfg renamed to soundai.cfg.original
simobjects.airplanes.extra300.soundai new soundai.cfg which simply aliases the extra300.sound folder

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