#1
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Software design & sound mods - tips for dev team
Guys, Just take it as a little piece of advice, nothing more. IMHO there shouldn't be a direct reference to any engine sound file within the .emd file.
Why not reworking this to let .emd files pointing to a single exchange file containing all sound filenames like this : .emd file -> exchange file cross-ref between engines & .prs -> .prs file -> engine samples Using a cross-ref file seems to be better than a direct link for at least two good reasons : 1) This would avoid the necessity of tampering the .emd file just to modify a sound filename (ex: merlin placeholder). 2) This would be easier and much more convenient to work on future sound mods, once the SDK is released. Alternate suggestions : a) no reference at all to any sound in .emd : all would be handled from the cross-ref file. b) replacing the merlin placeholder filename in .emd with - for example - Jumo211 filename, in case the exchange file principle is not taken into account. Please note that the current Jumo211 samples could be a merlin placeholder at the moment. This is less important an issue than : - having something hardcoded elsewhere, - or a direct link to a sound filename within the .emd file. My 2 cents... Last edited by Gerfaut; 05-15-2011 at 10:07 AM. |
#2
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Also on looking at the sound files, there are no inputs scripted for the following that i can see:
Open/Close canopy Wind/External sounds Start Up/Shut Down Engine Flaps Retract/Extend Gear Retract/Extend Will these and the many other inputs be added in time when the game is stable? Or is the sound engine as it is? |
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