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DCS Combined Arms : Sound Mod (vehicle)


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DCS Combined Arms : Sound Mod (vehicle)

 

The sound was created based on the DCS World (beta) game. And at first intended for the DCS World. But who needs the different sound Vehicles if all fly. I think this mod (good or no good) for DCS: Combined Arms if the sound Vehicles is the same as in the DCS World (beta)

Now I'm just waiting for release DCS: Combined Arms to test this sound mod.

If you have any questions please write correct English! I use Google Translator!)

Thanks.

 

SOUND FOR NEW T-90 page 4 !!!

 

Russian version DCS Combined Arms will be later sad.gif I tested the sound in the new DCS World! It works fine thumbup.gif

You can download from here http://www.digitalcombatsimulator.com/en/files/206730/ Readme file inside the archive! English + - :D

Thanks.

 

VIDEO: USA-------------------------------- --------------------------- RU--------------------- --------------------------- ---------------- MIX

 


Edited by Keshman
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Hi,

 

Your sounds are really great!!!

For me, simulator are really complete when you have a beautiful visual but also realistic sounds.

 

In fact, I am in the army and I have served during 11 years into a mechanised Infantry bataillon ans so I have also some remarks concerning some vehicle sounds (If it can help you...) :

 

- The US BRADLEY and russian BMP2 have in fact nearlly the same sounds as a light tank. In your sound we don't heard the track sound and the motor sounds are also much more noisy...

 

- Same for most of the trucks, until now your sounds are more like a light car. Majority of the truks in DCS are old then they motor also, the sounds of these trucks are also very noisy in the reallity...

 

That's it ! For the rest great job and of course I will install your project when Combined Arms is relesae (in two more weeks ! lolll)

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Thanks for comments guys :)

I know that a lot of sounds unrealistic. I used all sounds (vehicle) from my collection. New sound come later.Still the sounds for planes (modern and old) and sounds of explosions. In the final version these sounds can be changed at will! For example: the sound of the motor with M113 in the M2 Bradley. The sound track to T72 in the BMP2. You can also increase or decrease the volume in the file sdef. Anywhere and in any way!) It's quick and easy!)

And sorry for bad english (From UA live in PT)

Razorback I´m sending you a PM!


Edited by Keshman

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Anything that adds to the realism gets a :thumbup: from me,as sound is one of the most imersive parts of a sim,for me anyway.

Keep up the great work man looking forward to this.

Mick. :)

[sIGPIC][/sIGPIC]Keep the faith

 

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Sounds very nice. One question; how do they sound further away? Like 250 and 500 meters or so from the listener?

 

Does the sound fade with increasing distance, as set within the sdef file, for each sound file, sound 'life-like'?

 

This is the thing that will need to be balanced-out and mixed, in a battlefield engagement context.

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These sounds have the same volume as it is written in the original files (sdef) But this volume can be increased or decreased in the files (sdef). I did not change the volume and range of sounds. Which is in the original game just copy them to new sounds added.

This can be changed here:

wave = "Effects/GndTech/KamazEngine"

inner_radius = 10

outer_radius = 200

gain = 1.1

 

I know my answer to bad English! If you want to get a more complete and correct answer wait for a return Razorback! He is testing these sounds and can you answer correctly and properly. I asked him for help.

Thanks and sorry for not a complete answer.

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Some new sounds for: Challenger2, Leclerc, MCV80, Leopard2. Gunshot sound from a tank will not be included in the mod. It's just an experiment :)

 

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These sounds have the same volume as it is written in the original files (sdef) But this volume can be increased or decreased in the files (sdef). I did not change the volume and range of sounds. Which is in the original game just copy them to new sounds added. I know my answer to bad English!

Thanks and sorry for not a complete answer.

 

 

That's fine Keshman, I understood your reply fully.

 

I've been re-balancing all of the standard sound levels, distances, orientations and perspective's from which things can be heard, via the .sdef files.

 

And it's making a huge difference to what's ultimately need in order to realistically hear much of what's going on across a ground and air battle-space that's up to 25nm wide.

 

Basically we need to re-balance the very loudest and longest-ranging sounds (i.e. that of thunder) with the quietest and closest-range sounds (i.e. that of rain drops falling), and then fit everything else in between those two ends of the sound distance and amplitude spectrum, so all sounds can be heard at realistic distances, and also at realistic relative amplitudes and orientations, with respect to all the other sounds.

 

I've now done this for most of the sounds in DCS:WORLD, but even just last night when testing it, I could hear a strange sound. It turned out to be flares so I looked around for the source of the flares, and it was coming from a Ka-50 behind a ridgeline, about a mile away ... so I could just hear it's flares ... but I could not hear the helicopter's engines, or rotors, at all ... lol. I had up to that point presumed the helicopters would be basically ok as standard, because they sound pretty good when close-up, but unfortunately, even the helicopters fade-out much too early with distance. So I'm still tweaking stuff like that.

 

I'm saying this to you for one reason; to increase the plug-in 'compatibility' between respective sound mod files.

 

This sim is now getting a bit too big for one person to try and get the sound of everything optimal or perfected within a "complete soundpack", so it's a good thing for people (like yourself) to start specialising in fine-tuning the sound in one particular area, namely, ground vehicles.

 

So to get to this I've decided to give every sound 100% of it's sound file's maximum available amplitude (i.e. peak, before clipping), then adjust the gain level within every .sdef file so that in this way, any forthcoming max-amplitude .wav or .ogg sound files could be added to a "community sound-mod" audio simulation .sdef framework.

 

Thus any file could be plugged into it, and would basically fit into a realistic sound image, immediately, as defined by the available .sdef files. So if we do this, and as a community 'mix' a realistic audio-simulation sound-image, for files to just be plugged into ... so then, instant and continuous development of a realism sound-pack becomes viable, and very rapid, because anyone can then contribute to making each individual sound file incrementally more realistic than the last one, and still the new file will fit into the audio image, and people will be able to immediately hear if the result is better or worse than how the last file performed.

 

Plus there's much more fine control in doing it in .sdef's, plus you've got to adjust the .sdef files anyway to create a realistic sound-image with distance, so why not do it all from within the .sdef, and thus provide a framework for anyone to plug their own sounds into, and still have them fit into a realistic audio simulation sound-image that everyone can access and use?

 

As from there it's just a case of piecemeal plug-in improvements to each individual sound file (better recordings, better editing, better sound-matching, better pitch mixing, better quality samples, etc.), in order to constantly make DCS:WORLD sound better and better, over time.

 

Indeed, Eagle could host a constantly community edited and updated set of .sdef, settings, for DCS:WORLD, so that you can set the sim so that when it boots, it checks the Eagle online sdef database, and updates the local sdef's to the latest standard (and could provide links to audio file mod updates as well)

 

So then, in that case, any sound mod, made by any one, could just plug straight into the existing .sdef sound-image audio simulation, if the .wav or .ogg amplitudes of the file were set to 100% of the peak amplitude, with in that sound file.

 

Thus, if you created your sounds with 100% amplitude, they could be plugged directly into the .sdef audio environment sound image that I'm now creating, and they would immediately 'fit' into that fully re-jigged audio simulation's battlefield sound-image, with no further changes required to combine separate sound mods.

 

And anyone else could do the same.

 

This seems to me the logical best way forward, for various audio modders, in order to get their mods to work much better in the SIM than previously, and also much faster to update them. Certainly it would become very much easier to constantly develop and expand the quality of the sounds available in DCS:WORLD.

 

--

 

I hope you can follow what I'm saying above, Keshman. :)

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zzzspace

Thank you for your information. But I'm not a great expert in this. I do not have special programs to work with sound! I just realized how this game can be changed and add new sound for vehicles! No more! And used my collection of sounds)

But you can balance , alter, modify this sound at your discretion...at will.... It's free Sound mod!)

I hope you understand what I mean!)

 

Russian version DCS Combined Arms will be later :( I tested the sound in the new DCS World! It works fine :thumbup:

You can download from here http://depositfiles.com/files/1s8q2a5k7 Or from here http://files.digitalcombatsimulator.com/en/206730/

Thanks.

 

Updated first post! Added a link to download!

Edited by Keshman

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zzzspace

But you can balance , alter, modify this sound at your discretion...at will.... It's free Sound mod!)

I hope you understand what I mean!)

 

Russian version DCS Combined Arms will be later :( I tested the sound in the new DCS World! It works fine :thumbup:

You can download from here http://depositfiles.com/files/1s8q2a5k7 Or from here http://files.digitalcombatsimulator.com/en/206730/

Thanks.

 

 

Fully understood Keshman, and thankyou for that, and the permission to utilise your sound collection within the sound file and sound-image modification I'm putting together for DCS:WORLD BETA.

 

I've already extensively modified the standard armour and battle sound, and re-balanced their .sdef files. So your sound files should plug right-in, with few if any changes, except maybe to make sure the amplitudes are fully set to 100% of their available peak range.

 

I'll make an audio recording of what I've done so far, and then make a second recording of your substitute sounds, using the same sound-image settings, and at various distances, then send you a PM with a link to those recordings, for your impressions and feedback.

 

I'll also send you a PM with a private link to my full sound mod (when it's finally basically ready) so that you can listen to it within it's full-scale battle context, so can suggest any refinement or corrections etc., before being released.

 

Looking forward to it, because the battle sounds I've already worked into DCS:WORLD are all rather vivid. :)

 

That said, it'll still take a few renditions of settings to perfect the realism of both the sounds, and of the sound-image. So the first version will just be the foundation to expand and refine it further (there's a lot that I can't work on, or polish, untill all of the flyables become available).

 

I've got a lot of hours at my work this coming week, but should have something ready for you to test by about the end of weekend after next (i.e. in about 9 days).

 

cheers

 

zzz


Edited by zzzspace
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zzzspace Thank you for visiting this page!) And all Thank!)

 

zzzspace

I will be happy to see and hear your new project and my sound fixed+your.... and all....hat is connected with this game and the new sound :)

I have a question for you: How this game (use,distribute,allocate) sound Hit1, Hit2, Hit3, Hit4, Hit5 ?)

This is a mixed! :( I put two tanks T72B and M1-Abrams for battle! Sound hit the tank is always different! But the caliber of tank shell same! In the first hit (sound hit3) second (sound hit1) next again hit3, next5! Always mixed.

My idea little change these five sounds) What do you think about this?

If you are still interested and this mini project!)

What would it sound something like this: look video :)

 

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It is randomised because of this bit of script within the "Hit.sdef" file, in the "sdef/Damage" folder;

 

 

wave = {

"Effects/Damage/Hit1",

"Effects/Damage/Hit2",

"Effects/Damage/Hit3",

"Effects/Damage/Hit4",

"Effects/Damage/Hit5",

}

 

 

There is an explanatory note within the file ".sdef", that is situated within the folder /sdef/

 

i.e.

 

 

-- RANDOM SAMPLE SELECTION:

-- If you provide a list of samples, in this way:

wave = {"sample0", "sample1", "sample2"}

-- on each playback a random sample from the list will be used.

 

 

 

I like your video example, as it makes more sense to me also, when implemented with specific impact sounds for specific gun and cannon calibres. I came to the same conclusion as you when testing new weapon impact sounds last week.

 

However, I suspect we're not going to be able to de-randomise the hits, in the way which you have in the video (i.e. I realise you made all the 'hit' files to have the same .wav sound in them for your displayed examples)

 

But I also think this random file replay function has incredible possibilities, especially when applied to the jets, and to weapon detonations, and even to things like rocket motors or stuff like different parachute openings, and missile launch variations. I've yet to experiment with all of this stuff, but I plan to do that soon.

 

I've experimented with pitch and the sound cones a lot, and a few other of the .sdef script options, and they all work great for detailed shaping and polishing of the sound-image. There are many options and possibilities here, and it's going to be a lot of fun finding novel ways to use them.

 

What I personally would love to hear in the sound-image is the sound of bombs falling, and artillery and tank shells before they hit their target. I suspect that is not going to be a trivial sound-engine level development. Tank rounds, cannon shells and the bombs are discrete objects within the sim, so these can all be made to emit sounds (i.e. of them displacing air during their passage), just like any other object can emit. But the emitting air is not travelling forwards, with the projectiles and missiles, so the sound emission from the disturbed air should therefore not be doppler-shifted (a rocket motor's emission is of course doppler-shifted, because the emitting motor is actually moving forward with the missile).

 

I think the key here is to show ED what we can do, with these existing options, and then they'll have a much clearer idea of how to develop the sound engine's available options even further, as it will become apparent to all what those next steps will need to be. Your variable weapon calibre 'hit' approach is obviously one of those.

 

--

 

One of the aspects that I don't like within DCS:WORLD's sound implementation, at the moment, is how the cannon shells from the AAA are all using the missile's explosion sounds! What this means it that when a Tunguska or ZSU fires at a helicopter or jet, the shells travel up past it, and reach the end of their flight at about 5 km down-range, where they all explode with small puffs of smoke. That bit's fine, BUT, each individual cannon shell exploding then sets off a sound of a missile warhead airbursting! And those missile detonations can now be heard up to 15 miles away, in a realistic sound-image ... which becomes a significant problem, with several occurring per second ... for up to several minutes of AAA firing off bursts into the air).

 

So I hope that ED will change that particular aspect of the cannon shell detonations before the SIM's release date (hopefully within the next public BETA version), otherwise it'll interfere quite a lot with making a realistic sound-image of the extended battlefield.

 

Basically, the AAA cannon shells, when exploding/expiring, should only be making an short airburst 'pop' sound, so these will need a separate .sdef file, to separate them from the missile warhead detonation sounds, and their audible scale and range settings.


Edited by zzzspace
Randomising script referenced corrected to show as Hit.sdef contents
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Hello zzzspace

 

About the sounds in the video hit1 hit2....you're absolutely right!) All five different sounds at a time have been used. In the video, I wanted to show about what different sound I dream :)

 

About the sound bombs falling, artillery and tank shells. I agree with you 100%. It is very necessary in the game!)

I have a small folder with these sounds, If you will need them can contact me.

Also agree with you about the explosions in the air ans all sound in DCS World.

 

I want to ask you next question About the sound! :)

 

In this video from Wags: http://forums.eagle.ru/showpost.php?p=1505971&postcount=65

 

Tank does not move! But use sound (TankEngine and TankMove).:doh: Will be correctly if the tank (hold) and use just sound (Tank Engine)! :thumbup: I also tested in DCS World (last) Put the tank on the point and gave him the command (HOLD) And he sounded two sounds :( The second sound is the sound track!

 

Do you know which file is responsible for this? Where I can fix it?

 

Thanks.

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  • 2 weeks later...

newb

 

For example how to install a new sound for: LAV25

 

Open my file (LAV-25.lua) and copy this 2 line

 

GT.snd.engine = "GndTech/LAVEngine";

GT.snd.move = "GndTech/LAVMove";

 

Open your the original file (LAV-25.lua) in game its here =DCS World-Scripts-Database-vehicles-IFV=

 

And paste these two lines after GT.sensor = {};

It should look like this

 

GT.sensor = {};

GT.snd.engine = "GndTech/LAVEngine";

GT.snd.move = "GndTech/LAVMove";

Next, close and save!

 

Next: Copy file LAVEngine.wav and LAVMove.wav to your folder =DCS World-Sounds-Effects-GndTech=

 

And copy file LAVEngine.sdef and LAVMove.sdef to your folder =DCS World-Sounds-sdef-GndTech=

 

For the next vehicle the same system!

 

Guys who understand my readme file :D Please attach it here with a normal English! I use Google translator from RU to EN.
Thanks.

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newb

 

For example how to install a new sound for: LAV25

 

Open my file (LAV-25.lua) and copy this 2 line

 

GT.snd.engine = "GndTech/LAVEngine";

GT.snd.move = "GndTech/LAVMove";

 

Open your the original file (LAV-25.lua) in game its here =DCS World-Scripts-Database-vehicles-IFV=

 

And paste these two lines after GT.sensor = {};

It should look like this

 

GT.sensor = {};

GT.snd.engine = "GndTech/LAVEngine";

GT.snd.move = "GndTech/LAVMove";

 

Next, close and save!

 

Next: Copy file LAVEngine.wav and LAVMove.wav to your folder =DCS World-Sounds-Effects-GndTech=

 

And copy file LAVEngine.sdef and LAVMove.sdef to your folder =DCS World-Sounds-sdef-GndTech=

 

For the next vehicle the same system!

 

Thanks.

 

Hi,

 

Just for info, all vehicles have not the line : GT.sensor = {};

Is this correct ?

So where should we paste the two lines?

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Hi Razorback, glad to see you here :)

Example from a truck KAMAZ. If no line! You can insert here:

 

 

-- KAMAZ-43101 truck

 

GT = {};

set_recursive_metatable(GT, GT_t.generic_wheel_vehicle)

set_recursive_metatable(GT.chassis, GT_t.CH_t.KAMAZ43101);

 

GT.visual.shape = "KAMAZ-TENT"

GT.visual.shape_dstr = "KAMAZ-TENT-P_1"

 

 

--chassis

GT.swing_on_run = false

 

GT.snd.engine = "GndTech/KamazEngine";

GT.snd.move = "GndTech/KamazMove";

 

--Burning after hit

GT.visual.fire_size = 0.7 --relative burning size

GT.visual.fire_pos[1] = 1 -- center of burn at long axis shift(meters)

GT.visual.fire_pos[2] = 0 -- center of burn shift at vertical shift(meters)

GT.visual.fire_pos[3] = 0 -- center of burn at transverse axis shift(meters)

GT.visual.fire_time = 900 --burning time (seconds)

 

GT.Name = "KAMAZ Truck"

GT.Aliases = {"KAMAZ-43101"}

GT.DisplayName = _("Transport KAMAZ-43101")

GT.Rate = 5

 

GT.DetectionRange = 0;

GT.ThreatRange = 0;

GT.mapclasskey = "P0091000005";

GT.attribute = {wsType_Ground,wsType_Tank,wsType_NoWeapon,wsTypeKAMAZ_Tent,

"Trucks",

};

GT.category = "Unarmed";

 

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newb

 

For example how to install a new sound for: LAV25

 

Open my file (LAV-25.lua) and copy this 2 line

 

GT.snd.engine = "GndTech/LAVEngine";

GT.snd.move = "GndTech/LAVMove";

 

Open your the original file (LAV-25.lua) in game its here =DCS World-Scripts-Database-vehicles-IFV=

 

And paste these two lines after GT.sensor = {};

It should look like this

 

GT.sensor = {};

GT.snd.engine = "GndTech/LAVEngine";

GT.snd.move = "GndTech/LAVMove";

Next, close and save!

 

Next: Copy file LAVEngine.wav and LAVMove.wav to your folder =DCS World-Sounds-Effects-GndTech=

 

And copy file LAVEngine.sdef and LAVMove.sdef to your folder =DCS World-Sounds-sdef-GndTech=

 

For the next vehicle the same system!

 

Thanks.

 

This sounds complicated and a lot of work to install a mod, why cant you just release your edited files in the correct folders, so we can just copy and paste, instead of having to edit every single .LUA ??? :cry:

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Chazz_BMF

 

The first (demo) version it as you want! But a lot of people play with modified on their system files ....Lua.

For this reason, In my files there are only two lines about the sound!

Sorry but at the moment only this sistem to install this sound mod.

 

Razorback

 

At the moment no updates. :dunno:

Created new a separate sound for T-55 and T-90 :) But T-90 will be in next patch! Waiting for new vehicles!)

Little involved in the project from zzzspace tell ideas and gave some sound to him. He a good man :)

 

T-90 http://forums.eagle.ru/showpost.php?p=1508154&postcount=1

 

attachment.php?attachmentid=68265&d=1342504181


Edited by Keshman

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