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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #1  
Old 04-25-2011, 09:53 AM
kendo65 kendo65 is offline
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Originally Posted by BOBC View Post
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.
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Last edited by kendo65; 04-25-2011 at 10:03 AM.
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  #2  
Old 04-20-2011, 10:51 PM
Baron Baron is offline
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Originally Posted by PeterPanPan View Post
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.
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  #3  
Old 04-20-2011, 09:19 PM
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SlipBall SlipBall is offline
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Originally Posted by Foofighter View Post
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.
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Old 04-21-2011, 12:53 AM
DTDZOD DTDZOD is offline
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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.....
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Old 04-21-2011, 03:42 AM
smink1701 smink1701 is offline
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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.
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Old 04-21-2011, 04:57 AM
Wolf_Rider Wolf_Rider is offline
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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
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Even duct tape can't fix stupid... but it can muffle the sound.

Last edited by Wolf_Rider; 04-21-2011 at 05:23 AM.
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Old 04-21-2011, 06:32 AM
Havoc04 Havoc04 is offline
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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
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  #8  
Old 04-21-2011, 08:59 AM
BigPickle
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Quote:
Originally Posted by smink1701 View Post
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.
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?
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Old 04-23-2011, 05:25 PM
Foofighter Foofighter is offline
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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..
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  #10  
Old 04-23-2011, 05:34 PM
PVT_Shepperd PVT_Shepperd is offline
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Originally Posted by Foofighter View Post
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.
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