• There seems to be an uptick in Political comments in recent months. Those of us who are long time members of the site know that Political and Religious content has been banned for years. Nothing has changed. Please leave all political and religious comments out of the forums.

    If you recently joined the forums you were not presented with this restriction in the terms of service. This was due to a conversion error when we went from vBulletin to Xenforo. We have updated our terms of service to reflect these corrections.

    Please note any post refering to a politician will be considered political even if it is intended to be humor. Our experience is these topics have a way of dividing the forums and causing deep resentment among members. It is a poison to the community. We appreciate compliance with the rules.

    The Staff of SOH

  • Server side Maintenance is done. We still have an update to the forum software to run but that one will have to wait for a better time.

Battle of Britain II: Wings of Victory AI sounds compatible?

grover1

Charter Member
Hi all,

I'm just curious if Battle of Britain II: Wings of Victory's ai sounds are compatible with CFS3?

They're in .wav format, so I can't see why they wouldn't be.

I'm looking at bringing over the fly-by sounds for the Bf-109's, 110's, Spitfire's and Hurricanes.

Does anyone know if this is at all possible?

I did notice that a good portion of the sounds in BoB II are from CFS3

Thanks,

Chris
 
Should be compatible... There may be problems of format or rate, but it's worth a try.

Put the wav files into the sounds folder, and then add the required lines to your sounds.xml using notepad. If you've ever installed any of my Bf109G or K aircraft, you'll know how to do that, as they have specific AI sounds.

Here's a piece of my sounds.xml file showing how it's done:

<a_locomotive>
<sound file="xlocomotive01.wav"/>
</a_locomotive>
<b_locomotive>
<sound file="xlocomotive01.wav"/>
</b_locomotive>
<g_locomotive>
<sound file="xlocomotive01.wav"/>
</g_locomotive>
<bomber>
<sound file="ai_bomber.wav"/>
</bomber>
<fighter>
<sound file="ai_fighter.wav"/>
</fighter>
<jet>
<sound file="ai_jet.wav"/>
</jet>
<aircraft>
<sound file="ai_fighter.wav"/>
</aircraft>
<DR2_109g6_W9>
<sound file="ai_e_db601_1.wav"/>
</DR2_109g6_W9>

Note that you're in the AI section of the file, and the lines above will all be there, with the exception of the last entry, which is there to show you how it's done. Use the model name of the aircraft you want to assign the sounds to, so here, DR2_109g6_W9. You'll see the air file for this aircraft is DR2_109g6_W9.air, so that's the name you use, without the .air bit, of course.
 
Thanks, Nigel.

Would I also have to ad any lines to the sound.cfg file?

Specifically an entry for AI flyby sounds?
 
The problem is the way that cfs3 applies the sounds. BoB2 uses the file directly whereas cfs3 plays a sound and alters it for the flyby. Whatever you do it ends up sounding like a lawnmower! The Best I have got is to use the autohotkey proggy and link it that way. You can only have one flyby sound unless you are very clever though! Would love to be proved wrong!!
 
Hi Chris give me a few days and I'll see if I still have the files. In the meantime do a search on this forum for autohotkey, we discussed it in some depth a while back.

Cheers, Clive :0)
 
Back
Top