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I-RAMA Group

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Sound.cfg PORTABLE

This page outlines the contents of the sound.cfg / soundai.cfg file that is used by legacy ( FSX) aircraft and other SimObjects for sound generation in Microsoft Flight Simulator. As such, the information contained here is only for reference purposes and all new aircraft should be using the sound.xml/ soundai.xml files, as explained here:


The sound.cfg file is located in an aircraft Sound folder, and defines the sounds to use for that aircraft (such as the sound of the engine at various speeds, the sound of the landing gear going down, and so on). This file also specifies attributes for each sound that determine exactly how the sound is played.

These parameters concern the engine sounds of an aircraft. They specify the number of engines the aircraft has, and the sound lists the simulation should use to create the aircraft's engine sounds. Each sound list is referenced by the header of the first sound in the list (additional sounds are linked to in sequence from that first sound). The individual sounds in a list are defined in their own sections within the sound.cfg file (see the Specific engine sound parameters section below).

Note that these values are powers of 2 so that they represent bits. For instance, the [GROUND_ROLL] section of the 182S sound.cfg file has the line: flags=125218 This is 11110100100100010 in binary, and maps to concrete+asphalt+hard turf, etc.

You'll notice that there are naming conventions for each file type. The sound.xml / sound.cfg file is for user controlled aircraft while the soundai.xml / soundai.cfg file is for use by all other non-user controlled SimObjects, like ground vehicles. This means that for an aircraft, if it can be flown by the player and used as an AI aircraft, then it should have both files sound.xml and soundai.xml (or sound.cfg and soundai.cfg for legacy aircraft).

The diagram pictured below should help provide some additional context in explaining what is happening when define cone angle parameters, as detailed above. In the diagram we can see a 'cone heading' line (set to be '0' in the sound.cfg) pointing out in a straight line directing in front of the aircraft; this is the center line for the rest of the cone elements. As an example, we'll say that the InsideConeAngle value (area highlighted in red) has been set as 90 degrees, and as detailed above has been divided in half either side of the cone heading center line. Next, we have the OutsideConeAngle (the area it effects highlighted in purple), for the purpose of this example, we'll say this has been set to 180 degrees in the sound.cfg. As we can see from the diagram, this too has been split by the cone heading center line and overlaps with the InsideConeAngle. The remaining (green highlighted) area of the circle is defined as the area in which the volume of the sound is equal to the value set in the OutsideConeVolume parameter.

Using Notepad to manually edit sound.cfg files is slow and error prone. Then you need to start FS2004 to hear your changes. FS Sound Studio lets you quickly and easily change the sounds you hear, and has a Preview mode which allows you to hear exactly what your aircraft will sound like. Hear the changes you make instantly!

As of FCEUX 2.1.6, configuration files can be stored within the "cfg.d" directory. They will be parsed in alphabetical order (or numberical order -- ie: 10-gamepad_stuff.cfg; 20-xbmc.cfg; 30-sound.cfg). These files will not be modified by fceuX -- fceuX only writes configuration to "fceux.cfg". You can store device/game/scenario specific configuration files in the "cfg.d" directory. You can enable/disable these configuration files by enabling/disabling read permisions to the scripts (ie: chmod a-r 15-myconfig.cfg). 041b061a72


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