@SoBad said in Analysis of the 4.37.3 F4SndTbl.textproto file:
But I also hear the imbalance of certain sounds, or the inappropriate volume (or silence) of some sounds. The biggest issue for me was something that might be a non-issue for many players who stay mostly in their cockpit: outside view external sounds. Many of these sounds, particularly external engine sounds, just weren’t expressing themselves in a realistic way. I’m one of those players who love to open the canopy before takeoff and after landing and listen to the cacophony of sounds in a busy airbase. So I wanted to examine and possibly improve those external sounds.
The code itself and data structure simply don’t allow to have realist and correct rendering both in internal AND external views in all circumstances.
I’ve spend several hundreds of hours playing with those trying all possible compassion … based on my RL experience of flying jets (and other lighter and heavier a/c) I couldn’t find perfect setup.
To make it better we would need and large overhaul of the code+data+sound sample allowing to completely separate the external and internal sound … or … having realistic helmet+canopy sound attenuation and realistic sound propagation in the air (sound attenuation delay relative with distance of sound sources (example: traveling at 420kts, a bomb exploding 500ft from you can’t be hear IRL).
Would also need a different behavior whether or not engine if running and+or canopy is open.
Last but not least … you are talking about “faintly hearing the solid thump of the landing gear locking into place” … (and some other example) those should not be heard in cockpit. IRL, it is not possible to hear it. But I had to make some compromises otherwise some ppl are REALLLLY no happy at all. Lot of ppl wants
, not realism (not because they don’t like realism, but because of they wrong/biased expectations of what pilots hear and feel in a fighter jet cockpit).
@SoBad said in Analysis of the 4.37.3 F4SndTbl.textproto file:
Some packets do not include a min_3d_dist statement because the nature of the sound is such that this value is not relevant (attenuation is not an issue for internal cockpit sounds, for instance, which are all right next to you in a close relatively unchanging distance).
Yes they are relevant. you just don’t know “where” the compromise had to be made.
Some example: Sonic boom … Chaff/Flare firing sound (which behave erratically because are popping on release, but also when vanishing/disappearing if you pay a careful attention and if you set the volume high enough) … etc … (too bad, I’ve just suppressed from my YT channel few days ago a lot of Dev videos showing some of the sound issue I am talking about).
@SoBad
Cockpit\seatup.ogg
Cockpit\seatdown.ogg
Personal preference.
The default volume is annoyingly loud to me.
Good example of realims vs preference.
@SoBad
How in hell did somebody come up with a number like ‘-208’??? On a scale from 0 to -10000, that is literally indistinguishable from a normal volume of ‘0’.
-208 … “8” was simply among several values set to “identify” a group of sounds that I need to change together at the same time to keem’em relevant (In excel: Search “-208” to list all the lines that need to be modified the same time) … I was using such tip in Parent data also to identify the weapon Pylons that need a specific Display radius value allowing to use Notepad++ to search all the files and modify all value in one single shot.