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Posted

Hey Ben,

I hardly ever see you on MSN anymore, likely due to me being away from the keyboard a lot these days. Has there been any new work done on this project. Haven't heard much in a while, and it seems like a very promising project.

~Joe

Posted

Hey Ben,

I hardly ever see you on MSN anymore, likely due to me being away from the keyboard a lot these days. Has there been any new work done on this project. Haven't heard much in a while, and it seems like a very promising project.

~Joe

I believe Ben's actually been working with LUA a lot as of late! This is something we are all looking forward to.

Posted

Well that's good to know.  My perception was that it was all but dead, comments about it being 'at the chiro's' notwithstanding.  Disappointed --> relief.

  • 2 weeks later...
Posted

3D position sensitive audio is a real pain in the butt. It requires a bunch of vector math that I simply don't have time for right now.

However, as a step towards that, I have standard "omni present" sound already done.

Pitch control and a few other nice little things are also fairly easy to add.

Position control and all the subtleties that come with it will come a bit later. For now I can do a lot with omni.

  • Downvote 1
Posted

256 sounds like overkill for most people except maybe Dataroots.

It's a plugin - one should be able to use any dataref to trigger a set of sounds, including inadvertent personal sounds at 2.56-G's.  In space, no one can hear you....   

As for directional sound, too few have the setup to take advantage of it but I'd expect them to make a lot of noise.  :)

Posted

...well I've been stretching the scripting engines legs by creating a test gauge with it.

The gauge uses up 13 sample slots for aural warnings alone.

I think 256 slots might NOT be enough. *laughs*

This is "possible sound samples loaded and ready for use", NOT "voices playing at the same time".

Most sound cards have a limit of about 32 hardware voices, high end cards have 128, software has no real cap, but you start chewing up CPU time.

As for positional audio, we're definitely going to need that for things like subtle engine sounds as well as being able to move away from being in the cockpit and listening to the sounds go "past" with the air frame.

Dataref triggers:

This isn't like OBJ animations where you bind a sound to a specific dataref 1:1.

This is a free-form scripting language with full logic/loop capabilities. It offers much more than simple dataref bindings. :)

  • Downvote 1
Posted

I understand the 256 are not for concurrent usage.  Positional sound could be a world of hurt for everyone, including the modeler at this stage. 

There was a posting with an attachment that had some lua code in the org that I clicked some time ago; I think it was related to the slava plugin?  Anyway, I inspected it and found it very readable - unlike all the crap I had to wade through when I was playing around with XCode, so I have high hopes for it.  I'd still have to cram through the documentation though.

I'm still disappointed that you didn't go for a generic gauge for the moving map.  I have a multifunction screen in my panel currently set to an image checklist, fms screen (split from the fms keyboard), a camera I've yet to implement and a *blank* screen - that last one being intentional :)

  • 5 months later...
Posted

Hi!

I'm happy to hear about the new sound plugin for X-plane.

256 sound slots would be ok.

I'm a experienced Sound Engineer working on Dolby Digital 5.1 feature films mixes since 1990 so I'm interested in high quality immersive sound... I've started with high quality streo recording of airplanes (24bit, 96kHz sampling rate) just for professional editing and use in X-Plane. Of course surround localization would be very welcome but I understand it's not easy to implement.

Absolutely we are very sound oriented and X-Plane has very primitive sound system.

I'm very interested in such a plugin.

When can we start using it?

regards

arti

Artymowicz Aviation

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