FlightSim.Com FS98 FAQ

Frequently Asked Questions

4. SOUNDS


I JUST UNZIPPED SOME TURBOPROP WAVE FILE I WOULD LIKE TO USE. IT DIDN'T
COME WITH ANY INSTRUCTIONS ON HOW TO INSTALL THE FILES.  I WOULD LIKE
TO USE THESE WITH MY BLUE ANGLE C-130 BUT DON'T KNOW HOW.


I had the same problem. Here is the remedy:
1) Create a new folder under FSFSConv and name it Panel.turbop
2) Copy in this file all files including sound.cfg from C182\sound subdir
3) Unzip all files into FSFSConv\panel.turbop and overwrite all files
which will be singled out.
4) in your C-130 sound dir edit sound.cfg and write:
alias=\FSFSConv\panel.turbop then save it.

Chris Alevritis


There are many methods to use when installing wave files to
airplanes.  One method is very easy.  Locate the directory named
"sound" that is under the directory in which your Blue Angle C-130 is
located.  Unzip the wave files directly into that directory.  Allow
the old "sound.cfg" file to be over written by the new "sound.cfg"
file.  That's all there is to it.

A second method is to create a system to consolidate your wave files.
You will learn that wave files are quite large.  First, make a new
directory under FS98>Aircraft.  I named mine "AddOnSound." Under this
directory make another directory and name it "Turbo.1". Future wave
sets will have their own directories named appropriately.  Now, place
the new wave files into this directory, making sure that you include
the new "sound.cfg" file.

Finally, Open the "sound.cfg" in the Blue Angel C-130, sound
directory and edit it to:

[fltsim]
alias=AddOnSound\Turbo.1

Gary Norton


I CAN'T GET THE ENGINE SOUNDS TO WORK FOR THE ATR72TCA, WHILE THE
FLAPS AND OTHER SOUNDS WORK FINE.


You got it. If a plane is designed for jet sounds, it cannot be used
with prop sounds. 

Anthony Cervone


I DOWNLOADED A TURBOWAV SOUND PACKAGE FOR FS98. HAS DIFFERENT SOUNDS
FOR IDLE, CRUISE, AND EXTERIOR. NO TEXT FILES, NO SOUND.CFG FILE. NO
HELP.  I TRIED USING IT, BUT LOOKS LIKE I HAVE TO CREATE A SOUND.CFG
FILE FOR IT TO WORK. I'VE LOOKED AT THE OTHER SOUND.CFG FILES, BUT
DON'T KNOW WHATS REQUIRED OR HOW TO SET UP THE DIFFERENT SOUNDS, IE:
[WHAT HEADINGS/TITLES TO USE]



Compare the names of your new sound files, and how many of
them there are, to the default C182 and Lear \sound directories. If
you have the same names and numbers of files, then just copy all the
files over to your turboprop plane, Then copy the new sound files
there and overwrite - you're in business.

If the names are not the same, but there are the same number of sound
files - ie like this:

 ceidle.wav   ce1.wav   ce2.wav   ce3.wav  ce4.wav

and the same set for outside sounds:

 xceidle.wav xce1.wav xce2.wav xce3.wav xce4.wav (10 engine sound
files total for prop models)

Then you can copy as the first example, delete the default files, and
rename you turboprop set to the names above and you're set.

If there are only 2 sound files, then they are for the jet models,
which only have one inside and outside sound. Copy the Lear or
737-400 sound file directory to your new plane, copy your new turbo
files, delete either xbe3.wav and be1.wav (737) or xle2.wav and
le2.wav (Lear) and rename your files to those names.

Pete



WHY DON'T ANY CONVERTED (I.E. FSFW95) ADVENTURE FILES CONTAIN ATC SOUNDS?


In the text file that comes with the converter, it says:

On the same service from which you downloaded FSCONV.EXE you will
find AAFWAV.ZIP, which contains .WAV files to replace the .WAV files
supplied with BAO Flight Shop. If you have difficulty hearing ATC
speech when flying adventures created in Flight Shop, replace the
original Flight Shop .WAV files with the .WAV files in this package.

Bob Fiedler


I HAVE GRAINY SOUND.  ANY HELP ON GETTING DECENT SOUND BACK WOULD BE APPRECIATED!


There should be almost no sound in the tower view. You're quite a distance from
the airplane and, perhaps, enclosed in the tower.
The sound in the cockpit views is quite muffled from that in the spot plane
view. You are inside the cabin and have varying amounts of sound insulation
depending on which airplane you are in. I'm not sure what "grainy" sound is
like. If it is distorted, you may have some sound board problems. The least
exotic sound boards seem to give the best results. If you have installed the
FS98 converter and the patch your sound has been changed to mono. There are
lines to add to the top of your FS98.cfg to restore the stereo sound.

   [SOUND]
      Channels=2
      SamplesPerSec=22050

There are also new stereo sound files out there. I'm not sure they apply to the
engine sounds, though. I think they are for the adventure sounds.

Bob Fiedler


HOW CAN I SET UP TURBOPROP SOUNDS THAT WILL WORK WITH BOTH JET AND PROP
CONFIGURED TURBOS?


The answer is in the SOUND.CFG file.
Aircraft with a jet engine look for a first entry of [JET_ENGINE]
Aircraft with a recip engine look for a first entry of  [SOUND_ENGINE]
Then each entry chains to subsequent entries for higher revs or external
sounds.  You may name these whatever you like.
So a SOUND.CFG file that would work with BOTH jet and recip engines would read:

[SOUND_ENGINE]
...
...
filename=sound1   (internal sound at low revs for recip-engined models)
link=IJD1

[IJD1]
...
...
filename=sound2  (internal sound at high revs for recip-engined models)
link=xijd1

[XIJD1]
...
...
filename=sound3  (external sound at all revs for recip-engined models)

[JET_ENGINE]
...
...
filename=sound1  (internal sound at all N1% for jet-engined models)
link=xjet1

[XJET1]
...
...
filename=sound3   (external sound at all N1% for jet-engined models)

[GEAR_DOWN}
filename=flapsXYZ   (gear sound for both recip and jet engined models)
...

[FLAPSH]
filename=gearXYZ   (flaps sound for both recip and jet engined models)
...
[etc]

Each of the files named above after filename=  must EITHER be in your
FS98\sound folder OR in the same folder as the SOUND.CFG which refers to them -
as xxxx.WAV (e.g. sound1.wav).

Ian Donohoe


HOW DO SOUNDS WORK FOR TURBOPROPS IN FS98?


It is easy to layer turbine and prop sounds for the jet models.
The new FS98 sound structure is so flexible that you should be 
able to create some fantastic sound profiles quite easily.

The main thing to note is that for *each* aircraft type you can
specify a number of super-imposed sound 'layers'.  I haven't tested
the maximum for each type, but let's assume 5 (like the Cessna).

However, only the 'recip' engine type allows one to 'sculpt' 
each layer with pitch and volume parameters.  For the jets 
and turboprops(helicopters), we seem to be stuck with a simple 
inbuilt model of increased pitch and volume with increase in 
N1% or N2%.  If you listen to a single tone sound file, you 
will also see that MS significantly adjusts the original 
sound file with reversed echoes, etc.

Now for the details:

Each Sound.Cfg file begins with a 'label' which Sound.DLL 
recognizes corresponding to either the engine type or 2 
choices (I haven't tested which applies, since 'type' - 
see below - is more relevant):

[Jet_Engine]  - corresponds with Jet and Turboprop/Helicopter EngineTypes
[Sound_Engine] - corresponds with a Recip EngineType

******  Note:  EngineType is hard-coded into the ..AIR file for each 
model.  In the .AIR file, EngineType has a value of 0 (Recip), 1 (Jet), 
2 (none/glider) or 3 (turboprop/helicopter).  The Converter can be 
fooled by assigning a recip panel to a jet before conversion.  This 
can only be changed by using ADE32 to assign a RECIPn 'Panel Code' 
before converting from FSFS or FS95 to FS98.  When ADE98 is released 
(maybe tomorrow), you will be able to change the code in the FS98 .AIR 
file.

Then follows a number of parameters:
Viewpoint = 1 (cockpit sound) or 2 (outside sound)
**Note:  I haven't tested whether other Viewpoints (VirtualCockpit or 
Tower) are recognized for 0, 3, 4, etc.

The 'type' corresponds exactly with the EngineType in the .AIR file.
Type = 0 = Recip EngineType - pitch/volume proportional to RPM
Type = 1 = Jet EngineType - pitch/volume proportional to N1%
Type = 2 = (not supported yet or not relevant)
Type = 3 = Turboprop/Helicopter - pitch/volume proportional to N1%

Type = 4 = Jet EngineType - pitch/volume proportional to NEGATIVE (reverse
thrust) N1%
**Note: other types not tested

Flags may have different meanings for each engine type, but basically:
Flags = 0 = constant pitch and volume while engine is on
Flags = 1 = this sound off and all others following in the linked chain ignored
Flags = 2 = Jet/Turboprop - variable pitch/volume, type 1
Flags = 3 = this sound off but all others following in the linked chain are
still active
Flags = 4 = Jet/Turboprop - variable pitch/volume, type 2 (don't know the
difference from type1 yet)
**Note: If there is no Flags entry, then use the Rate and Volume parameters
rparams and vparams) 

RParams = minRPM, rate, nextRPM, rate, nextRPM, rate, maxRPM, rate
**where: rate is the frequency multiplier to adjust the original .wav 
(from 0.0 through 1.0 to ?.?) 
VParams = minRPM, volume, nextRPM, volume, nextRPM, volume, maxRPM, volume 
(0 thru 100)
**where: volume is the percentage of original .wav volume (or max/min volume 
parameters)

Minimum_Volume=  0 to xxxx
Maximum_Volume= 0 to xxxx
**Note: minVolume or Min_Volume are spelling errors in the default MS Sound.Cfg
files !!

FileName = sound file name in the current directory OR \Sounds directory
Link = next [label] in the engine sounds 'chain'.  A large number of 'linked' 
entries can be created in mixed order of viewpoint and type.

To test all these entries and combinations, I recommend using a single tone 
(like \Sounds\stallhrn.wav) as the filename for the entry being tested.

The same structure applies to the other fixed event entries (like GearDown, etc). 
However, the [label] must be one that Sound.DLL will recognize.  The labels for 
the engine entries only need to match the Link= entry and can be named anything 
you like.  For example, [rumble] could easily be renamed to [ReverseThrust] as 
long as it is in the chain starting with [Jet_Engine] and contains a Type=4.

Ian Donohoe


WILL FS95 OR 5.1 SOUNDS WORK IN FS98?


The wav's themselves will work but will need to be set up in a format for fs98.
Fs98 usually uses a 4 or 5 level prop sound and a single level for jets. So the
jets will work fine with 5.1 wav's right off the shelve but the props won't
really as they are single wav's and fs98 uses 4 or 5  for props. And the different
wav's have to be each different rpm levels and set to blend with changing rpm
levels.

Mark B. Keith


TIP FOR ACTIVATING AIRLINER WIND NOISE.


The default airliner wind noise is off. Here's how to activate an awesomely
realistic "roar of wind" that will not only sound real...it will irritate
your neighbors or significant others in the household :)

Edit the sound.cfg file in your 737_400 directory

Go down to the part that is this:

[wind_sound]
filename=bair
minimum_volume=7300
maximum_volume=7300
minimum_rate=1.0
maximum_rate=1.0
minimum_speed=0
maximum_speed=0

Notice the default is set for 0 on the speed values.
That is why it doesn't work.

Change the above to this...to get great sound!

[wind_sound]
filename=bair
minimum_volume=7300
maximum_volume=30000
minimum_rate=1.0
maximum_rate=1.5
minimum_speed=20
maximum_speed=400

This way you will get a much louder volume as you go faster. The rate
of wind sound will increase too! Putting the starting speed at 20
is low intentionally because your HD will run once to start the sound
running. It is so quiet at 20kts you'll never hear it anyway.

But at 400kts indicated airspeed (the fastest you'll ever see in an 
airliner) the sound will be ROARING!!!! All other normal IAS speeds
like 250-300kias (up to M.86 at high altitude) will be loud but
not super loud like 400kts would be in a dive.

You will love the sound now when you fly...and it will
be very realistic when speed changes. Hooray for MS 
for including this feature...it is a great aspect of FS98!

Peter James


I tried those settings and wasn't really happy with the volume of the wind noise.
Try making the wind entry in the sound.cfg file look like this:

[wind_sound]
filename=bair
minimum_volume5000
maximum_volume=9000
minimum_rate=1.0
maximum_rate=1.6
minimum_speed=50
maximum_speed=350

Basically, you don't want to hear the wind when you're sitting still on the
runway.  These settings make the wind noise noticeable at 50 knots, then it
will increase in volume (that's the rate settings) to a maximum volume at
around 350 knots.  I personally like these settings but everyone is different.

Tom Apple


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