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Foofighter
04-20-2011, 04:15 PM
This is really disappointing. Where is my distinctive Merlin and Daimler Benz engine sounds? I would rather have less buildings, trees etc than have the same poor generic synthesized sounds we have now..

Very, Very disappointing.

Sound is also part of the emmersion, not only graphics.

I can hardly even hear if I am accellerating...

Anyway..had to get it out of my system.

Doc_uk
04-20-2011, 04:21 PM
This is really disappointing. Where is my distinctive Merlin and Daimler Benz engine sounds? I would rather have less buildings, trees etc than have the same poor generic synthesized sounds we have now..

Very, Very disappointing.

Sound is also part of the emmersion, not only graphics.

I can hardly even hear if I am accellerating...

Anyway..had to get it out of my system.
Yea agree,
but there are loads of topic on this subject
Just try the search m8

BigPickle
04-20-2011, 04:25 PM
If someone can tell me about where the sounds are located and how to get at them I can take a look at improving them.

Fafnir_6
04-20-2011, 04:32 PM
This is really disappointing. Where is my distinctive Merlin and Daimler Benz engine sounds? I would rather have less buildings, trees etc than have the same poor generic synthesized sounds we have now..

Very, Very disappointing.

Sound is also part of the emmersion, not only graphics.

I can hardly even hear if I am accellerating...

Anyway..had to get it out of my system.

I agree (I've always been disappointed in the original IL-2's stock sounds as well). Unfortunately, there is a portion of the CloD/IL-2 community that seems to be happy with the sounds in both games. My conclusion over the years is that you cannot reconcile the stock sound purists and those like you and me who desire better sound samples in these games. The current hope for CloD is that the soon-to-be-released Software Development Kit (SDK) can be used to make alternative sound packs to replace the stock sounds. I believe I have already seen a video of the CloD Hurricane with a set of experimental sounds from Jafa (of IL-2 sound-modding fame), so I think there is hope. A number of us have also been requesting alternative sound pack support for the original Il-2 from DT.

Cheers,

Fafnir_6

Doc_uk
04-20-2011, 04:40 PM
Somebody is already reworking the merling sounds, but not sure who?

Strike
04-20-2011, 04:59 PM
Well as you shared a fact in the thread, here's my turn:

"Maddox games know they suck, these sounds are placeholders!"

PeterPanPan
04-20-2011, 05:11 PM
Shado posted this in another thread. Now this is what it can/should sound like ... http://www.youtube.com/user/jafaem?b.../0/vkqXC2oUGqI

Awesome!

PPP

Doc_uk
04-20-2011, 05:16 PM
Shado posted this in another thread. Now this is what it can/should sound like ... http://www.youtube.com/user/jafaem?b.../0/vkqXC2oUGqI

Awesome!

PPP
that still send quivers down my spine

smink1701
04-20-2011, 05:21 PM
I agree with Senator Strike...

I think they are placeholders. The inside sounds are better than outside but they are all about the same regardless of what you are flying. Here's what I think...when the U.S. version is released, it will be VERY polished and different game compared to what we've been playing. It has to be. If not, the game is sunk and will probably kill the category for Maddox just like CFS3 killed WW2 sims for MS which would be very :(

zipper
04-20-2011, 05:30 PM
Shado posted this in another thread. Now this is what it can/should sound like ... http://www.youtube.com/user/jafaem?b.../0/vkqXC2oUGqI

Awesome!

PPP


I've been playing IL2 since the original demo and I can say without hesitation that that is in fact not way a Mosquito sounds, at all !!! Just fire up 1946 and, oh, what's the word?... LISTEN!

Leave the sounds alone! I won't hear any more of this nonsense! LALALLALALLAALA



have a nice day.

Dano
04-20-2011, 05:39 PM
Placeholders or bugged in my opinion, some of the internal sounds are great.

Fafnir_6
04-20-2011, 06:15 PM
Well, there you have it, guys...The full range of opinions on the sounds in Il-2/CloD. I'm not sure about the "placeholder" argument (unless that was posted by one of the devs (link please, if so)). Maddox Games' track record WRT SOUNDS is not great, IMHO, they seem either unable or unwilling to make the sounds as awesome as they can be. Hopefully the push to have user-made sound packs accepted as allowable mod content will be successful and someone like Jafa or Tiger33 should be able to port their awesome sounds over to CloD without too much trouble.

Cheers,

Fafnir_6

kimosabi
04-20-2011, 06:49 PM
Ofcourse we have placeholders. How would you otherwise explain stock IL-2 external sounds?

SlipBall
04-20-2011, 08:19 PM
This is really disappointing. Where is my distinctive Merlin and Daimler Benz engine sounds? I would rather have less buildings, trees etc than have the same poor generic synthesized sounds we have now..

Very, Very disappointing.

Sound is also part of the emmersion, not only graphics.

I can hardly even hear if I am accellerating...

Anyway..had to get it out of my system.



Disappointing...after all the grief they got in the last series, I was expecting special attention applied to the sound engine.:confused:

Fafnir_6
04-20-2011, 09:04 PM
Ofcourse we have placeholders. How would you otherwise explain stock IL-2 external sounds?

It certainly seems that way :confused:. What I was looking for was a link to an actual quote from Luthier or one of the other devs, stating that they intend to replace the current placeholders with better sounds. I heard the placeholder thing a lot recently, but I don't remember seeing any official word on it.

Cheers,

Fafnir_6

Baron
04-20-2011, 09:51 PM
Shado posted this in another thread. Now this is what it can/should sound like ... http://www.youtube.com/user/jafaem?b.../0/vkqXC2oUGqI

Awesome!

PPP


Thx but no thx, if i want synthesized sounds ill do them myselfe. Making it sound like a bee on steroids is not the way i would go however.

kimosabi
04-20-2011, 09:59 PM
It certainly seems that way :confused:. What I was looking for was a link to an actual quote from Luthier or one of the other devs, stating that they intend to replace the current placeholders with better sounds. I heard the placeholder thing a lot recently, but I don't remember seeing any official word on it.

Cheers,

Fafnir_6

Yeah, did a small search but I found nothing. The noob(lol) sounds does indicate that the game was rushed and they just had to slap some sounds in there. Better to have some sound than nothing at all. That's my only theory. I think I heard somewhere that Oleg did mention that they were placeholders but I'd have to read through every interview with him then.

15JG52_Brauer
04-20-2011, 11:20 PM
externaly at least this is what a DB605 should sound like - can't believe the 601 is much different - where is the missing whine ? I'm sure even early il2 in 2001 sounded more like this:
http://www.youtube.com/watch?v=Xs0_R0iP7tc

Rather peeved
04-20-2011, 11:38 PM
the sounds are terrible. the merlin sounds like a two stroke lawnmower.

please developers - for the love of god - use jafa's sound mods.

DTDZOD
04-20-2011, 11:53 PM
To put it bluntly without swearing does anyone know what a prop-plane sounds like in a steep dive they must revise the sounds or open that section for modding as is its just plain stupid,dumb,lame,pants.....

smink1701
04-21-2011, 02:42 AM
Let's see if they are able to fix sounds with the next major patch.

My guess is that they can't afford or can't get true engine and gun sounds. Maybe there are legal/copyright issues. At the very least, maybe they can open up the magic code so modders can step in.

Wolf_Rider
04-21-2011, 03:57 AM
at least they don't sound "phased"...

sound engine needs to be assigned to a seperate cpu core though

I noticed with the Options > Audio, that running the test function for different speaker set ups produces some really wired result... 5 ch from Stereo(??) for example after setting Surround. etc, etc
shut down the sim and go back in and, Stereo results in two speakers in the test


intrack LOD levels are all over the shop


*EDIT

look in the Config.ini and try setting SamplingRate to 48000... might just be me but it seem to improve the soundings a bit

[sound]
SoundUse=1
DebugSound=0
SoundEngine=1

Speakers=1 *<<<<< ?

Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=14
ObjectVolume=7
MusState.takeoff=0 <<< default = 1
MusState.inflight=0 <<< default = 1
MusState.crash=0 <<< default = 1
MusFlags.play=1
MasterVolume=14
Attenuation=7
SoundMode=0
SamplingRate=48000
NumChannels=2 <<< doesn't seem to change
SoundExt.occlusions=1
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=1
SoundExt.volumefx=1
SoundFlags.voicemgr=1
SoundFlags.static=1
VoiceVolume=8
Channels=1
SoundFlags.bugscorrect=0
SoundExt.extrender=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.8
RadioLatency=0.5
AGC=1
PTTMode=1
RadioFlags.PTTMode=0 <<<< default = 1
RadioFlags.PlayClicks=0 <<<< default = 1
ActLevel0 <<<< ? default - me no alter
MicLevel=0 <<<< default = 10 or something like that
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
SoundFlags.forceEAX1=0

speakers=6 *<<<<< ?

vgMaster=7
vgVoice=7
vgMusic=7




I also noticed, when I belly landed, that the scraping sounds stopped when the plane did

Havoc04
04-21-2011, 05:32 AM
I read in a post (Cant find it) That Luthor said apparently the reason why there are no decent engine sounds was because they were unwilling to pay someone and hire a plane to make recording etc (Not exact words but roughly what was said)

Question is. OK so they didn't want to spend money on a sound recordest and it costs a lot to hire a aircraft and run it for an hour. THEN where the bloody hell did all these nice mod sounds come from? Airshows? Movies? If someone that isn't in the business can do it from sample recording etc then why couldn't Maddox do it? Copyrights? Who knows..

But personally i cant wait till the modders can start doing something with the game when the SDK comes out. Hopefully it does (Look at CA balls up on the total war series SDK promised (From the horses mouth) NEVER delivered.

Not rant per say but just a disappointed person that thought there would be a iconic Merlin engine in there (A2A simulations anyone?) LOL

Regards

Prop~Strike
04-21-2011, 06:44 AM
the sounds are terrible. the merlin sounds like a two stroke lawnmower.

please developers - for the love of god - use jafa's sound mods.

+1 ......I don't even believe in god, but if it will help to get jafa's sounds in the game, I'll give praying a red hot go!!!

Ibis
04-21-2011, 07:14 AM
Quote:
This is really disappointing
.---------------

Disappointing! Dis-a-bloody-pointing! that noise emanating from the Spitfire is a damn travesty. I can forgive almost all the problems, $hit happens but the engines, no, no, no NO.

zwiebacksaege
04-21-2011, 07:36 AM
i assume we all have two eyes as well as two ears. so the sound makes round about 50% of the realistic feeling the devs claim to simulate for us...

i don't know the real opinion of the devs about the sound issue.. but saying that its too expensive to place proper sounds and at the same time spending lot of (also expensive) time for proper ultra realistic exhaust flame sequence is simply mismanagement...

for me its like dicussing the color of the seats in a car while forgetting to mount wheels.

thanks for reading
maybe a dev reads this too.

BigPickle
04-21-2011, 07:59 AM
Let's see if they are able to fix sounds with the next major patch.

My guess is that they can't afford or can't get true engine and gun sounds. Maybe there are legal/copyright issues. At the very least, maybe they can open up the magic code so modders can step in.

:grin: companies can't patent the sound their engine makes or bang the weapon produces

I do think the internal sounds are excellent though they need to be louder inside.

I still cant find a way of extracting the SFS files to see if the sounds are in there, anyone know when the SDK is out?

Foofighter
04-23-2011, 04:25 PM
I don't think these sounds are placeholders...the game should have shipped with the final sounds and this is what they are....

Our only hope is in the hands of the modders..

PVT_Shepperd
04-23-2011, 04:34 PM
I don't think these sounds are placeholders...the game should have shipped with the final sounds and this is what they are....

Our only hope is in the hands of the modders..

There are many things not finished as they should. Hopefully its the sound to.

Strike
04-23-2011, 05:19 PM
Ok, anyone with the game here can compare the spit or 109 sounds to a G50, 110 or ju88 and after that, tell me without lying that you believe they are all equally finished sounds.

This is stupid, you guys out here that think these are finals, have you seen the good old Spit startup sequence vid with "sound placeholders"?.

No?

Well here:

http://www.youtube.com/watch?v=G836qqOhhZ8&feature=channel_video_title

Now reset your critizism module in your brains, and think again:

If that sound is a placeholder.......

What is the sound I have ingame which sounds exactly the same??

AND! Coincidentially it's the EXACT same sound we have in IL-2 FB????

AND! The spit, hurri and bf109 sound exactly the same!?!

COULD it MAYBE, just saying perhaps, be that the single engine fighter sounds havn't been recorded/implemented yet??

If Maddox games was on a budget, I'd save the money sending a sound recording specialist to the various restoration foundations to record the real sounds, and rather spend the money to get the game out the door before the publisher cuts the money supply into maddox games once and for all....

So. What do you say now? If you're not slightly convinced.... well, good luck

Sokol1
04-24-2011, 03:21 AM
"...sound of a Spitfire Mk. IX is recorded for the benefit of a new computer game."
"...a Swedish company involved in the development of the game." Well, not for CloD.

http://spitfiresite.com/2011/04/sound-of-a-merlin.html

Sokol1

sigur_ros
04-24-2011, 06:53 AM
but saying that its too expensive to place proper sounds and at the same time spending lot of (also expensive) time for proper ultra realistic exhaust flame sequence is simply mismanagement...

Sound detail should match game detail. IL2 was excellent sound for 2001. 10 years later and we have youtube with thousands sound samples and we know what these planes sound like, but we are still listening to placeholder IL2 droning sound! IL2 had wind sound but that is gone. Guns, flak, explosions all sound like drums. Open cockpit sound the same. No environment effects. If these are not placeholder for Sound Engine 2.0 then I fear for this company's future.

addman
04-24-2011, 08:26 AM
You'd think the sound engine is one of the first things you'd finish in a game. I really like luthier and co for putting CoD out there and I'm soooo grateful for that but somehow it just boggles ones mind. Where did prioritizing go during development? Isn't the very first thing you do when you create a new game -sequel- to go through what needed improvement from the previous one and then improve on it?

I love CoD and can't go back to 46 now but this game is stepping backwards in some regards. Radio comms for example, first I thought it was just a bug that they didn't work but now -after some patches- I'm actually inclined to believe that they actually haven't implemented them at all! That's not progress, that's called regress LOL! It's with a bittersweet feeling I continue to play this game.

gflinch
04-24-2011, 12:34 PM
Personally I've made closer sounds in the bathroom. Sorry, just hearing that makes me a bit sick.

Someone mentioned about 2 ears 2 eyes, and the 50% that sound plays. Well if you study a Movie for instance, sound is very important. To quote a random filmmaking site:


The sound in a motion picture is composed of dialogue, music and sound effects. The most important thing that film students must learn is 90% of a motion picture is sound.The picture is far less important than the sound. Here is why:
The audience can only look at one picture at a time. Yet the audience can hear dozens of distinct sounds all at the same time and separate and process all that information... if it is done correctly. Therefore, much more information can be transmitted from the filmmaker to the audience via sound than via picture.

Reference:
http://en.wikibooks.org/wiki/Movie_Making_Manual/Sound_Design

This isn't always exactly how it is in reality the way sound is portrayed in movies, but should a simulation be any different? We have things like simulated head shake, force feedback, red outs/ black outs on the screen, all to represent what is happening in the simulated world.

So why is sound cut short with the il2 games, and particularly COD? We have outstanding visuals, as we should in this day and age, but sounds from 10 to 15 years ago?

Referring to the filmmaking quote above, sound is actually more important than the graphics, since sound can portray more of the world around us than what we see, it adds depth and emotion to what we experience with our eyes.

I am not implying that the sounds should not be realistic, but they can and should be exaggerated from time to time to convey the emotional response as if you where really there. The power of an explosion, the creaking and stuttering of the metal stress in a dive, the sound of a flypast, these sounds should aw us, startle us, and help us to realize action needs to be taken.

Just as a for instance, we have all seen the movies that have been put together with the old il2 series. The graphics where pretty good for the time as we already know. But when they added real engine sounds and some exaggerated explosions along with a few visual effects, you would pretty much forget about the older game graphics, and think, wow what a great movie. A lot of credit must go to those that put these movies together!

So sound in a movie OR a simulation is just as or more important to the immersion factor as the graphics.

Let's hope that in a short while these will be addresses by the devs and the community.

Ok, stepping down from my soap bow now.

Thanks for reading.

kimosabi
04-24-2011, 12:50 PM
There sure are certain aspects that lacks big time. As have been noted before, the sounds we have right now(external engine for example) HAS TO BE placeholders. It can't be anything else IF this truly is a state of the art combat sim. Which it is showing us to be more and more as the patches pile up.

Like, when you try to kill your DB or forget about pitch etc. and the rpm exceeds 3000rpm, the sound disappears in cockpit.... I hope thats not a game engine limitation of some sort.

There are people that won't take notice at all, but once the sounds are up to par, they will. Doesn't matter how much knowledge you have about sounds, true quality always speaks for itself.

Oh, I've bailed out of a 109 four times now, not one time did the chute open. What's up with that? lol

Strike
04-24-2011, 01:07 PM
Oh, I've bailed out of a 109 four times now, not one time did the chute open. What's up with that? lol

Try looking under your pilot menu and make sure "parachute" is ticked ;)

BigPickle
04-24-2011, 01:13 PM
Like, when you try to kill your DB or forget about pitch etc. and the rpm exceeds 3000rpm, the sound disappears in cockpit.... I hope thats not a game engine limitation of some sort.

I'm certain its because the overspeed or in this case over rev sound effect has not been added in.
See the way it would work would be the high engine RPM sound will fade out to say -3db and at the same time the Overspeed sound will fade in to say +3db. Then the reverse to return to normal.

This shows also that the sounds are very far from complete with wholey missing files too.

Mysticpuma
04-24-2011, 02:41 PM
Oh, BTW, if anyöne considers sound to be less important for immersion and atmosphere, get hold of a copy of "Dead Space'. A game that really shows why sound can make an incredible difference! CloD sounds awful externally, I hope we can get a Jafa or Tiger sound mod in the future. Cheers MP

kimosabi
04-24-2011, 02:47 PM
Try looking under your pilot menu and make sure "parachute" is ticked ;)

Ofcourse it's ticked smartass. It's ticked at default, I ticked it back and forth a few times, ticked it again and after my fifth chute that failed to open in a row, I went back to the pilot page and assured that it was ticked. The pilot also wears the bloody thing when I watch him plummet into his death. lol

Oh, BTW, if anyöne considers sound to be less important for immersion and atmosphere, get hold of a copy of "Dead Space'. A game that really shows why sound can make an incredible difference! CloD sounds awful externally, I hope we can get a Jafa or Tiger sound mod in the future. Cheers MP

I'd say that in many cases it sounds awful even internally. MG's on the 109 sounds like some dude is hitting a bongo drum. No person can concince me that that's sound resonance from a metal cockpit. Not when you have the MG's directly and un-dampened directly in front of your nose. On the outside they sound kewl though, in contradiction to the moped engine.

Strike
04-24-2011, 04:54 PM
Ofcourse it's ticked smartass.

Yeah work on that viking attitude of yours please, I was trying to help.

secondly, about the parachute, you're doing it wrong.

I've seen this happen on occasion with other AI parachutists, so I assume there is some kind of % chance that the chute will fail (just like in real life). Maybe you are just winning the lottery over and over again :)

kimosabi
04-24-2011, 05:24 PM
Who said anything about "viking attitude" lol, that Viking crap was just fooling around my man.

But yeah, I've read up on it now and apparently the Germans had a crappy success rate of chute opening or not IRL too! But how am I doing it wrong? The pilot wears a chute, jettison canopy, bail out and wait for him to open the chute. I can see him pulling the release chord and everything.

Sorry if I hurt your feelings. "Smartass" is hardly anything I'd say if I really wanted to tick someone off so you surprised me a bit there. You were just stating the obvious and that *wink* led me on to that maybe you trolled just a little.

Strike
04-24-2011, 07:31 PM
Who said anything about "viking attitude" lol, that Viking crap was just fooling around my man.

But yeah, I've read up on it now and apparently the Germans had a crappy success rate of chute opening or not IRL too! But how am I doing it wrong? The pilot wears a chute, jettison canopy, bail out and wait for him to open the chute. I can see him pulling the release chord and everything.

Sorry if I hurt your feelings. "Smartass" is hardly anything I'd say if I really wanted to tick someone off so you surprised me a bit there. You were just stating the obvious and that *wink* led me on to that maybe you trolled just a little.

no worries, there are presumably many trolls living in Norway, but I am not one. Try screaming at the guys packing your chutes at base and wave your Lüger around a little in his face. No honestly, seriously I think it's completely random.

Peace..

reflected
04-24-2011, 08:18 PM
Sounds are probably placeholders, so I stopped whining. I'm waiting for some info when we can expect proper ones. These current sounds are bad even for a joke. The devs are probably working on the final ones, so I sit back and wait. I hope it will match the fantastic eye candy we got.

karvis
04-24-2011, 09:03 PM
Yes, you are right, Foofighter, sounds are surprisingly bad. Example: if you fly a Quick Mission => Free flight with Hurricane, inside cockpit sounds are acceptable but if you take outside view (press F eight) you hear almost excatly same sound as you here in IL2 1946 when flying Bf-109. It really does sound same...

But maybe there are some successful sounds also, I haven't gone through all the planes. Let's see. Or hear, actually.

Rocka
04-24-2011, 09:07 PM
+1

Need better Engine sounds and Radio sounds. Really does a lot for the immersion.

Even the old Battle of Britain II has better sounds than this.

karvis
04-24-2011, 09:12 PM
+1

Need better Engine sounds and Radio sounds. Really does a lot for the immersion.

Even the old Battle of Britain II has better sounds than this.

Yes, you are right too Rocka.

BOBC
04-24-2011, 09:22 PM
The noob(lol) sounds does indicate that the game was rushed and they just had to slap some sounds in there.

6 years in the making, surely in that time they could have applied a little time to sounds. To release a sim after that length of time with the sounds it has is almost criminal, not fit for purpose. An unfinished sim. Sounds should have been high priority, forget the eye candy, get the feel right, sound is crucial, it makes for immersion, for realism. Their claims to accuracy was sheer hype, they have not practiced what they preached, there is a list a mile long to address, it points to lack of research, of not taking some things forward, of arcade effects and sounds, there is some stunning stuff, but spoilt by failure of some basic aspects.

A sound is not copyright, simply go sample something well recorded on the net, a few seconds worth can then be edited to make it indefinite. If I can do that then Maddox should be capable of it. In cockpit DB605 exists on youtube, also on CD, likewise Merlins. It would be vastly superior to what I am hearing. Even the start up sound , well there isnt one, there is enough airshow footage of a spit starting up. There is sound to be had on commercially available discs, no one is going to know where their startup or engine running sound is from, there are so many spits it could be one of many.

With other sims like BoB WoV, the developers post to threads saying why and whats being done. Its comforting for the users who have paid good money to know they are being listened to. This thread on sounds should at least see an explanation so that we know why and whats being done about it. This lack of feedback, even a quick one, does not help and causes users more frustration. A good company has PR, all we ask is that someone lets us know they know we are not amused, and let us know whats being done.

BOBC

Pekak
04-24-2011, 11:32 PM
"...sound of a Spitfire Mk. IX is recorded for the benefit of a new computer game."
"...a Swedish company involved in the development of the game." Well, not for CloD.

http://spitfiresite.com/2011/04/sound-of-a-merlin.html

Sokol1

in the article it says: "The clip has been produced by Pole Position Production, a Swedish company involved in the development of the game." And on pole position homepage ( http://www.pole.se/ ) there is an ubisoft logo.. soo maybe ;)

ATAG_Dutch
04-24-2011, 11:56 PM
6 years in the making, surely in that time they could have applied a little time to sounds. To release a sim after that length of time with the sounds it has is almost criminal, not fit for purpose. An unfinished sim. Sounds should have been high priority, forget the eye candy, get the feel right, sound is crucial, it makes for immersion, for realism. Their claims to accuracy was sheer hype, they have not practiced what they preached, there is a list a mile long to address, it points to lack of research, of not taking some things forward, of arcade effects and sounds, there is some stunning stuff, but spoilt by failure of some basic aspects.

A sound is not copyright, simply go sample something well recorded on the net, a few seconds worth can then be edited to make it indefinite. If I can do that then Maddox should be capable of it. In cockpit DB605 exists on youtube, also on CD, likewise Merlins. It would be vastly superior to what I am hearing. Even the start up sound , well there isnt one, there is enough airshow footage of a spit starting up. There is sound to be had on commercially available discs, no one is going to know where their startup or engine running sound is from, there are so many spits it could be one of many.

With other sims like BoB WoV, the developers post to threads saying why and whats being done. Its comforting for the users who have paid good money to know they are being listened to. This thread on sounds should at least see an explanation so that we know why and whats being done about it. This lack of feedback, even a quick one, does not help and causes users more frustration. A good company has PR, all we ask is that someone lets us know they know we are not amused, and let us know whats being done.

BOBC


I've flown model aeroplanes that sound hornier than any aircraft in this sim, and I can state quite categorically, without any kind of internal debate, that quite honestly, I don't care.

I've got this thing running smoothly now, and the feeling of realism from in cockpit leaves me speechless.

The external views could sound like badger flatulence as far as I'm concerned, and I wouldn't give two hoots.

It'd be great if they sounded like real Merlins/DB601's, but I'm more than happy to wait.

Just think what it'd be like if CoD was perfect from the off...

We'd have nothing to look forward to.

Apart from our summer holidays that is.:rolleyes:

raaaid
04-25-2011, 12:34 AM
you should try a subwoofer

actually the winds so scarry i wouldnt mind turning it off

kendo65
04-25-2011, 08:53 AM
6 years in the making, surely in that time they could have applied a little time to sounds. To release a sim after that length of time with the sounds it has is almost criminal, not fit for purpose. An unfinished sim. Sounds should have been high priority, forget the eye candy, get the feel right, sound is crucial, it makes for immersion, for realism. Their claims to accuracy was sheer hype, they have not practiced what they preached, there is a list a mile long to address, it points to lack of research, of not taking some things forward, of arcade effects and sounds, there is some stunning stuff, but spoilt by failure of some basic aspects.

...

BOBC

I think, possibly, that the sound may have been an area they felt they could get away with temporarily given the amount of other things that obviously were unfinished.

Because sound is pretty much a 'bolt on' self-contained module that doesn't impact on or potentially break any other features of the sim, it may have been viewed as being of low importance at this stage. There are many other areas where not getting it right will cause problems elsewhere - quite a few which are still being fixed now :). Priority would have been given to them.

The question is what their strategy will be for addressing this in the future? With modding potential being built in as a base feature of CoD I think it's very possible that their thinking always may have been to leave it to third parties.

When the SDK is released I suspect sound will be one of the easiest things to change - either by some of the modders who have worked on il2, or by other companies (success of CoD obviously a requirement here).

I could imagine a variety of 'soundpacks' being available - as well as 3rd-party created crew chat, radio comms chat, etc.

As we saw with features in old il2 those specialising in one small niche can often devote more time and effort to getting it really good than the original developers can.

Langnasen
04-25-2011, 09:35 AM
I could care less what the planes sound like in external view (excepting, of course, the sounds of other planes as they fly close to mine). The sound from my cockpit however is very important, and CoD fails very badly on that score. The engines sound like a car's and the lack of wind-noise AND engine-noise variation/volume, especially with the cockpit opened and then leaning my head out of it, make a travesty of the sound-coder's work. In flight, canopy closed, headphone's on, the sound should be rather muted (single-engine fighter). But it should be a beast of a noise, sat between a pair of DB601s (Me110). Canopy open...come on.

MadTommy
04-25-2011, 10:48 AM
Has ANYONE flown any of the featured planes at 10,000 feet? Using 1940 fuel? Whilst wearing a leather helmet?.. etc etc..

I'll answer my own question with a fair amount of certainty...NO.

I have no idea if the sounds are correct, they certainly sound good to me when i'm flying with my 5.1 headset turn up loud!

Youtube clips are not worthy of real critique. 99% of the 'realism' complaints on these forums have zero evidential backing. People are too used to movie effects which are comical. Real life is a lot duller!

reflected
04-25-2011, 12:35 PM
Has ANYONE flown any of the featured planes at 10,000 feet? Using 1940 fuel? Whilst wearing a leather helmet?.. etc etc..

I'll answer my own question with a fair amount of certainty...NO.

I have no idea if the sounds are correct, they certainly sound good to me when i'm flying with my 5.1 headset turn up loud!

Youtube clips are not worthy of real critique. 99% of the 'realism' complaints on these forums have zero evidential backing. People are too used to movie effects which are comical. Real life is a lot duller!


LoL...dude get your tongue out of 1c's backside, because I can't understand what you're saying :D

I've heard real Spits and I don't think I'm alone with that.

Ali Fish
04-25-2011, 12:38 PM
i have had a thought.

Possibly 1C have left the sounds for us to mod. Clearly its a hot topic. and given the inevitable occurances where modding is concerned. why not just leave it to the community.

philip.ed
04-25-2011, 01:05 PM
Ali, with that in mind, why not leave the community to do everything? because form looking at the mods for Il-2, nearly every aspect of the game can be improved....

honestly, until Luthier says something, we will never know. Either a lot of the features are placeholders, or they have really just given us a poor product which needs a lot of work.

They're working flat out at the moment, so I don't know if we'll get an official statement, but here's to hoping we will.

sgt fury
04-25-2011, 01:49 PM
CFS2 enthusiasts have uploaded over time most of the original engine sounds for almost all the WW2 military planes.

BOBC
04-25-2011, 09:56 PM
MadTommy ...Has ANYONE flown any of the featured planes at 10,000 feet? Using 1940 fuel? Whilst wearing a leather helmet?.. etc etc..

I'll answer my own question with a fair amount of certainty...NO.

I have no idea if the sounds are correct, they certainly sound good to me when i'm flying with my 5.1 headset turn up loud!

Youtube clips are not worthy of real critique. 99% of the 'realism' complaints on these forums have zero evidential backing. People are too used to movie effects which are comical. Real life is a lot duller!

Decent examples DO exist !

In cockpit DB605 noise, does the sim sound like this ? Its at 7mins 1 sec into the video, a decent length of in cockpit.
http://www.youtube.com/watch?v=tluzb7_JQqE&feature=related

If this is an uncovered mic, then the human would hear a slightly more muffled version, but not by much. Cloth helmet with leather covered ear pieces. The Luft helmet WW2 would not mask the sound much, ever tried one on , I have. You can her speech just about with it on.

Also does the external sound like this ?

Have Oleg and team ever proven themselves with accurate engine sounds, as patches to their sims, just wondering if in fact they are capable ?

BOBC

Havoc04
04-26-2011, 01:03 AM
@BOBC VERY GOOD example of WHAT does exist out there. Some of these fellows on this and other forums are either deaf or hate the idea of IMMERSION! Simulation basically comes in 2 parts Visual and Audio. Yep the visual is there and they have done a DAMN fine job.

Audio is where it lacks poorly and needs that to make it a TOPNOTCH sim (as well as other bugs) :) But its early days and i have faith that all will be soughted in time :)

Personally i'd love to know if most of these folks around here that played 1946 had added mods to improve the game not withstanding sounds and especially ENGINE sounds. Pot calling the kettle black really :P

Its not about wether i HAVE sat in a cockpit and heard a Merlin or Daimler rev at 4000rpm! Its about what sound GREAT and makes you feel you're part of the sim. The engine sounds atm DON'T do that!!! Fine if people are satisfied with what they have. Hats off to you, and I'm glad you like the stock sounds. But i think for the majority of others, its not very good at all. And would like to hear more. And yeah a lot of our hearing has come from movies, airshows etc. BUT its what we have heard that influences us.

Regards

Prop~Strike
04-26-2011, 02:19 AM
Decent examples DO exist !

In cockpit DB605 noise, does the sim sound like this ? Its at 7mins 1 sec into the video, a decent length of in cockpit.
http://www.youtube.com/watch?v=tluzb7_JQqE&feature=related
BOBC

Wow....nice video.... When watching and listening to this, it really makes it obvious how proper sounds just have to be a part of this sim for real immersion. That is not just a plane - it is aviation art.

It will be great when all the sounds are corrected either by the developers or the community.

BTW.... check out the cockpit shadows in the video - they really look like the ones we have in the game... I bet they weren't affecting his FPS though!!