mongoose
SOH-CM-2023
I need to be able to hear a sound facility from at least an altitude of 20k'. So far i can hear it from around 10K plus a bit.
There are 2 issue here.
1, the sounds xml does sometime seem to have min and Max distances, and I've set one for Maxdistance="30000". However I think then the 2nd issue comes in to play.
2. The sound is in fact a gun as in a flak or AA gun, so is there a CFS3 upper limit to the range of a gun which would effect a sound masquerading as a gun (as searchlights do)?
An aside.
Although I got the sound facility to work with it's associated sounds.xml entry, I sort of cheated by just replacing an already existing entry with my own substitution. What I need to know if certain lines refer to my sounds or apply to something else all together.
So looking at the entry lines
<gun MinDistance="25" Looping="Yes" No3D="Yes" Relative="Yes" Class="Gun" Stereo="No">
<knickebein_left INTERNALONLY="NO" looping="no" atten="7" >
<sound file="knickebein_left.wav" MinDistance="900" Maxdistance="30000" INTERNALONLY="NO" looping="no" atten="7" />
</knickebein_left>
<default>
<sound file="x50gun_01.wav"/>
<no_damage>
<sound file="x50gun_01.wav" FileInt="50gun_01.wav" Stereo="Yes"/>
</no_damage>
</default>
are the lines
<gun MinDistance="25" Looping="Yes" No3D="Yes" Relative="Yes" Class="Gun" Stereo="No">
................................................................................................................................
<default>
<sound file="x50gun_01.wav"/>
<no_damage>
<sound file="x50gun_01.wav" FileInt="50gun_01.wav" Stereo="Yes"/>
</no_damage>
</default>
in any way relevant to
<knickebein_left INTERNALONLY="NO" looping="no" atten="7" >
<sound file="knickebein_left.wav" MinDistance="900" Maxdistance="30000" INTERNALONLY="NO" looping="no" atten="7" />
</knickebein_left>
There are 2 issue here.
1, the sounds xml does sometime seem to have min and Max distances, and I've set one for Maxdistance="30000". However I think then the 2nd issue comes in to play.
2. The sound is in fact a gun as in a flak or AA gun, so is there a CFS3 upper limit to the range of a gun which would effect a sound masquerading as a gun (as searchlights do)?
An aside.
Although I got the sound facility to work with it's associated sounds.xml entry, I sort of cheated by just replacing an already existing entry with my own substitution. What I need to know if certain lines refer to my sounds or apply to something else all together.
So looking at the entry lines
<gun MinDistance="25" Looping="Yes" No3D="Yes" Relative="Yes" Class="Gun" Stereo="No">
<knickebein_left INTERNALONLY="NO" looping="no" atten="7" >
<sound file="knickebein_left.wav" MinDistance="900" Maxdistance="30000" INTERNALONLY="NO" looping="no" atten="7" />
</knickebein_left>
<default>
<sound file="x50gun_01.wav"/>
<no_damage>
<sound file="x50gun_01.wav" FileInt="50gun_01.wav" Stereo="Yes"/>
</no_damage>
</default>
are the lines
<gun MinDistance="25" Looping="Yes" No3D="Yes" Relative="Yes" Class="Gun" Stereo="No">
................................................................................................................................
<default>
<sound file="x50gun_01.wav"/>
<no_damage>
<sound file="x50gun_01.wav" FileInt="50gun_01.wav" Stereo="Yes"/>
</no_damage>
</default>
in any way relevant to
<knickebein_left INTERNALONLY="NO" looping="no" atten="7" >
<sound file="knickebein_left.wav" MinDistance="900" Maxdistance="30000" INTERNALONLY="NO" looping="no" atten="7" />
</knickebein_left>