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Author Topic: Sound  (Read 13780 times)
SMaus
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« on: July 03, 2010, 06:51:00 PM »

The B200 has a great soundset included. However, there is a problem with the sound changing with torque, rather than RPM. Did anyone find a solution for that?
I know, there is a soundset by TSS that addresses that problem, provided you download the servicepack as well. But below a certain RPM the prop sound stops completely. That also has the effect that you won't hear any reverser sounds at all because for the TSS soundset it appears that the RPM goes back to 0, making the landing sound pretty unrealistic.
Do you know any trick how to fix that? Either in the original file or the TSS one?
« Last Edit: September 13, 2012, 01:58:42 AM by Bjarne » Logged

Regards - Stefan

Bjarne
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« Reply #1 on: July 26, 2010, 05:13:18 PM »

Hello Stefan
I also tried TSS sound PACKAGE but newer found it perfect.
I found this package. I am not sure how the sound in reallife works and sounds like.
Maybe you could try this package and and write how you find it ?



 AVsim. com http://www.avsim.com/ Seach for   lm_kasndenhpck_v31.zip


FS2004 KING AIR SOUND ENHANCEMENT PACKAGE
************************************
By Leon "pancreas" Medado <pancreas@graffiti.net>
Freeware released during March, 2005
Version 3.1

The Caravan component has been removed and is now a part of an upcoming commercial add-on.

DESCRIPTION:

-Finally, an all-in-one version of the Turboprop Sound Enhancement Package for the King Air, no patches necessary. Enjoy a fittingly luxurious tempered drone inside but powerful, expressive dynamics when viewed externally.

-DESIGNED to work well with not only the default King Air but other add-on King Air aircraft too.

-FEATURES propeller sounds that are realistically controlled by propeller RPM and operate independently from turbine speed, cruising sounds that better represent that harmonious 4-bladed drone, prop feathering sounds, improved reversing, detailed gear and startup sounds. The volumes of some of these sounds have been adjusted in this release.

-Most sounds utilize sampling rates which Exceed the usual 22 Khz, and feature meticulously crafted stereo sound fields.

TESTED IN FS2004 WITH:

-Microsoft's default Beech King Air 350
-Aeroworx Aviation's Super King Air B200

INSTALLATION INSTRUCTIONS:

1. Extract all the WAV files into your FS2004 folder.

Use the "Use folder names" option when using WinZip or drag the Aircraft folder into your FS2004 folder when using WinXP/ME's Explorer.

This should overwrite the defaults. If you didn't back them up they can be extracted from MSGAME1.CAB on DISC 1 of your installation CDs.

Comment: Just locate the Sound folder in the download and copy/paste into Aeroworx Super King Air B200 folder, before you do that rename the original sound folder to "backup sound"..Bjarne

2. Options:

-You can use a longer set of gear sounds which I timed to match the gear retraction and extension sequence of Aeroworx' B200 (Roughly 10 seconds as opposed to the default's 6)

Simply take the 2 wav files in the "Longer_Gear_Sounds" folder and place them in the Sound folder, replacing the shorter ones.

-If you want to use this sound package in other aircraft with existing sound sets, the "Aliased_SoundCFG" folder contains a sound.cfg file which you can place in that aircraft's Sound folder. It should overwrite the existing sound.cfg, so be sure to back that one up first.

3. Naturally I recommend that you set Sound Quality to High. The Sound Volumes can be set to your preference. Really, this time Smiley


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SMaus
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« Reply #2 on: July 26, 2010, 06:12:12 PM »

That's the soundpack I recommended in the old forum. Meanwhile I don't use it any more. I compared it with real life videos and I think it sounds pretty different. Not authentic.
At least Leon Medado managed the sound change with rpm instead of torque.
I think there must be some trick to do the same with the original soundpack.
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Bob Reed
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« Reply #3 on: July 27, 2010, 09:45:07 PM »

I just did a search at Avsim and flightsim for  lm_kasndenhpck_v31.zip and came up with nothing.
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SMaus
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« Reply #4 on: July 27, 2010, 10:34:11 PM »


I just did a search at Avsim and flightsim for  lm_kasndenhpck_v31.zip and came up with nothing.

I just checked it at avsim.com: it's there. Have you tried it via copy and paste?
Another option is to search for Medado. It should give you 11 files or so. The soundpack is among them.
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Bob Reed
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« Reply #5 on: July 28, 2010, 03:18:35 AM »

Found it.. Thanks guys.
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kerke
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« Reply #6 on: January 25, 2011, 07:07:55 AM »

So which one is the best sound pack for the B200?
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SMaus
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« Reply #7 on: January 25, 2011, 05:32:03 PM »

That's a matter of taste I think. The most realistic sound in my opinion is the original one. Except one issue: the change of sound together with torque instead of rpm. Just try them out and make your own decision.
I still hope that someone will come up with an idea how to change the original sound with rpm. But that implies some serious changes in the sound.cfg. And my knowledge concerning sound mods is somewhat limited...  Embarrassed
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corsetgurl
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« Reply #8 on: January 26, 2011, 10:45:08 PM »

The only thing (besides the torque changes) I don't like about the original soundset is on start up the props don't make that deep rumble between about 75-300 rpm.  Sounds a lot more realistic in my opinion.

One that would serve no purpose other than "ear candy" would be when you turn the prop heat on you'd hear the dull thud of ice bouncing off the fuselage.  Grin  I remember captains having to make the "don't worry about the thud" cabin announcement, sometimes multiple times during the flight when I flew the Dash 8.
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Andrea
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mezek
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« Reply #9 on: January 27, 2011, 10:43:05 PM »

Sound of the propeller can be adjusted in "rparams" and "vparams" ([COMBUSTION]). But how...?

rparams - Defines the sounds pitch envelope. Represents the sound's relative pitch (and, invariably, the playback speed) as a function of a generic value that can range from 0.0 to 1.0. Each pair of values specified in rparams represents a single point; you can use up to 2 points to describe the pitch envelope. The format and behavior of rparams is similar to vparams, except that the second value of each point represents a pitch scaler. A value of 1.0 specifies that the sound file is played at unity pitch. A value of 2.0 specifies that the file is played an octave higher and twice as fast.

vparams - Defines the sounds amplitude envelope. Represents the sounds volume as a function. Each pair of values specified in vparams represents a single point, you can use up to eight points to describe the amplitude envelope. The first number in the pair is a generic value that can range from 0.0 to 1.0 the second number specifies the volume. The units for volume are linear, with a value of 50 meaning -3dB attenuation, and 0 meaning silence.
« Last Edit: January 28, 2011, 01:47:27 AM by mezek » Logged
broncomaniac
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« Reply #10 on: January 29, 2011, 06:24:44 PM »

I've downloaded Medado's files and they sound really good on first listening, but if they're not realistic for the B200 (I have very little personal experience of hearing this aircraft, so hard for me to tell) then perhaps I need to look elsewhere. Does everyone have the same drop-out of the prop sounds in the TSS package? If so, I may decide not to fork out money for that and stick either with the default sounds or switch to Medado's package.
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JS_aus
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« Reply #11 on: July 27, 2015, 07:13:56 PM »

Sound of the propeller can be adjusted in "rparams" and "vparams" ([COMBUSTION]). But how...?

rparams - Defines the sounds pitch envelope. Represents the sound's relative pitch (and, invariably, the playback speed) as a function of a generic value that can range from 0.0 to 1.0. Each pair of values specified in rparams represents a single point; you can use up to 2 points to describe the pitch envelope. The format and behavior of rparams is similar to vparams, except that the second value of each point represents a pitch scaler. A value of 1.0 specifies that the sound file is played at unity pitch. A value of 2.0 specifies that the file is played an octave higher and twice as fast.

vparams - Defines the sounds amplitude envelope. Represents the sounds volume as a function. Each pair of values specified in vparams represents a single point, you can use up to eight points to describe the amplitude envelope. The first number in the pair is a generic value that can range from 0.0 to 1.0 the second number specifies the volume. The units for volume are linear, with a value of 50 meaning -3dB attenuation, and 0 meaning silence.


I've aged around 30 years in a few months trying to understand how this works. I've tried to start from scratch using the original but that failed. As did trying to merge Leon Medado's effort. But that failed. A shame Microsoft made it so complicated.  Cry

Also to add, I think the prop sound in the original is the 'propka2' file. From what research I've done, Leon switched the prop/engine/combustion sounds in the cfg so that the '.cfg engine' is really the props or something along those lines. Just the way fs9 renders the sound cfg. But still way way way over my head to figure out. 
« Last Edit: July 27, 2015, 07:32:56 PM by JS_aus » Logged
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« Reply #12 on: July 28, 2015, 06:26:29 PM »

Found Leon's explanation. Yep, sounds easy!   :Smiley


Quote
In most turboprop sounds, the waves used to represent the sound of the props are controlled by N2 or "COMBUSTION" as MS would call it. Basically, we will remove this unrealistic reliance on N2 and link the prop sounds to the existing yet underutilized Prop RPM system. They will then respond to changes in Prop RPM instead of turbine speed.Check out this thread for some more info on the benefits of such a system:http://forums.avsim....76848&mode=fullSome familiarity with the SOUND.CFG would help in understanding the following instructions. I suggest you read and understand the sound section of the Aircraft Container SDK if you haven't yet.I have used the default King Air SOUND.CFG as an example:(FLTSIM)product_code=FSIM(SOUND_ENGINE)number_of_engines=2eng1_combustion=COMBUSTION.1.00 - Remove these two COMBUSTION lines since we won't be using them.eng2_combustion=COMBUSTION.2.00 - >eng1_prop=PROP.1.00eng1_starter=starterAeng2_starter=starterBeng1_shutdown=shutdownAeng2_shutdown=shutdownBeng1_combustion_start=combstartAeng2_combustion_start=combstartBeng2_prop=PROP.2.00eng2_jet_whine=JET_WHINE.2.00eng1_jet_whine=JET_WHINE.1.00...Now comes the tedious part. If we merely linked the N2 or "COMBUSTION" sounds to the prop sounds, at lower power settings the props would sound much higher pitched and louder than they should because the original parameters were not designed for the relatively limited operating range of the props. We need to adjust these parameters to use values that are more appropriate for propellers rather than turbines.But first, an explanation of the vparams line is necessary. Imagine a graph with X (Horizontal) and Y (Vertical) coordinates, both values starting from 0 and rising to the right and up, respectively. There are 8 points on the graph, and each one from left to right is represented as an X and Y coordinate by vparams as shown:vparams=X,Y,X,Y,X,Y,X,Y,...vparams=X,Y(1st Point),X,Y(2nd Point),X,Y(3rd Point),...Given X which is the % of maximum speed (N1, N2, or Prop RPM), the sound will play at Y loudness. FS uses only values equal to or between 0 and 1 for X, while there doesn't appear to be any relevant numerical limitations for Y. While we will not concern ourselves with Y, you may find tinkering with it useful in fine tuning the sound later. When you connect the dots, or rather points in this case (FS will do the interpolation), they form the "Amplitude Envelope" of the sound. We'll need to move all the points to the right so that they match the range of the Props, while maintaining the relative proportions between each of them. The formula for this is:New X = Original X ( 1 - ( Minimum Prop RPM / Maximum Prop RPM )) + ( Minimum Prop RPM / Maximum Prop RPM )Back to the CFG, the first COMBUSTION line reads like this:(COMBUSTION.1.00)filename=kan21flags=0viewpoint=1rparams=0.000000,0.989000,0.998000,1.761000vparams=0.000000,49.000000,0.002000,49.600000,0.169000,55.200000,0.241000,16.000000,0.380000,0.000000,1.000000,0.000000,1.000000,0.000000,1.000000,0.000000link=COMBUSTION.1.01For example, the King Air's minimum prop RPM is 1050 (Power at Idle, Condition at Low Idle) while it's maximum is 1700. The second point's (Since this is the first sound it's ok for the first point to start at 0), equation would then be :0.618411 = 0.002(1 - 0.617647) + 0.617647We should also set "flags=4" to tell FS that it's a prop sound. Flags=2 doesn't seem to work as well for some reason.After applying the modifications to the relevant remaining points (The points being repeated at the end, 1s and 0s in this case, in the default CFGs aren't crucial) it should look like this:...(COMBUSTION.1.00)filename=kan21flags=4viewpoint=1rparams=0.000000,0.989000,0.998000,1.761000vparams=0.000000,49.000000,0.618411,49.600000,0.682264,55.200000,0.709794,16.000000,0.762941,0.000000,1.000000,0.000000,1.000000,0.000000,1.000000,0.000000link=COMBUSTION.1.01...For this example I used all available digits, though in practice this level of precision won't be worth the effort. I used values rounded down to the second decimal place in my sound packages to simplify calculations. From what I've read, users of FSSoundStudio will find entering the values much easier.You should apply these modifcations to each relevant X value in all the COMBUSTION lines. For the default King Air CFG, there are 16 sections in total. 4 internal and 4 external sounds for the left engine under the COMBUSTION.1.0x header, while the COMBUSTION.2.0x header signifies the right engine's set of sounds. The default sounds always have the same parameters for both left and right engines, no doubt to make things easier. You may want to simply cut and paste the vparams for the left engine to the right engine.After all that, scroll all the way to these two sections at the end:...(PROP.1.13)filename=KAP1Dflags=4viewpoint=1rparams=0.060000,0.500000,0.354000,1.431000vparams=0.000000,0.000000,0.058000,0.000000,0.157000,39.200000,0.255000,41.600000,0.377000,11.200000,0.475000,0.000000,0.475000,0.000000,0.475000,0.000000...(PROP.2.13)filename=KBP1Dflags=4viewpoint=1rparams=0.060000,0.500000,0.354000,1.431000vparams=0.000000,0.000000,0.058000,0.000000,0.157000,39.200000,0.255000,41.600000,0.377000,11.200000,0.475000,0.000000,0.475000,0.000000,0.475000,0.000000This is where we link the COMBUSTION sounds to the existing Prop system, as shown (Remember vparams is only one line) :(PROP.1.13)filename=KAP1Dflags=4viewpoint=1rparams=0.060000,0.500000,0.354000,1.431000vparams=0.000000,0.000000,0.058000,0.000000,0.157000,39.200000,0.255000,41.600000,0.377000,11.200000,0.475000,0.000000,0.475000,0.000000,0.475000,0.000000link=COMBUSTION.1.00...(PROP.2.13)filename=KBP1Dflags=4viewpoint=1rparams=0.060000,0.500000,0.354000,1.431000vparams=0.000000,0.000000,0.058000,0.000000,0.157000,39.200000,0.255000,41.600000,0.377000,11.200000,0.475000,0.000000,0.475000,0.000000,0.475000,0.000000link=COMBUSTION.2.00That's pretty much it, although while the result may be technically sound (At max power, try moving the Prop levers up and down) it may not be aesthetically so. After these initial steps, I did a lot of additional tweaking to get the sound just right from startup to shutdown. I may add more tips depending on the response to this thread.BTW, for those looking to apply this to Flight1's Piper Meridian like I have, you'll need to add an entire Prop section manually, since the SOUND.CFG looks like it was taken from the 737.
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