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jacquesmomo a écrit:Mais tu es très productif, en ce moment...
jacquesmomo a écrit:
////////////////////////////////////////////////////////////////////////////////////////////////////////////// ORBITER 4.0 (3D) - SOUND CONFIGURATION FOR VESSEL CLASS// -------------------------------------------------------//// IMPORTANT NOTE://// -Line with '//' before are commented (inactive), uncomment and set value if you want to use them.//// -Sound configuration filename can be found in "Orbiter/OrbiterSound_Log.txt" you'll// have a message "Info: No sound config found for class: XXXXXX". Create and name your file // "XXXXXX.cfg". If you replace sounds "XXXXXX" will be also the name of the folder that must// contain your wavs in "Orbiter/Sound/".//// -This config file have higher priority over programmation and user settings. ie: You can therefore // overwrite one addon's C++ settings and sounds and also user's settings.//// -Make sure to read each section's header, it explain all you have to know about parameters.//// -If you have any problem (eg: sound not playing) remember to take a look in OrbiterSound's log// located in the main Orbiter's directory. (OrbiterSound_Log.txt)//// -Good sound can enhance the visual by 1000%, so take time and test, test and test again.///////////////////////////////////////////////////////////////////////////////////////////////////////////////DISPLAYDEBUGHELP =true // This write many info in the OrbiterSound_Log.txt to help you // develloping your sound addon: Camera offset, parameters found etc. // A screen display "SOUND DEBUG ON" show to recall to disable this // display before release./////////////////////////////////////////////////////// General option for vessel// -------------------------// While somes settings are very usefull some make sense only // into C++ SDK because for example disabling main thrust is // used by authors to play manually custom engines (which you cannot do). // In anyway here they are all, even the useless might prove their utility in the future.// Note: -parameters have the same name than in C++ SDK// -Those setting overwrite C++ SDK and user's setting. /////////////////////////////////////////////////////PLAYCOUNTDOWNWHENTAKEOFF =false // the countdown of apollo11 when you take off//PLAYWHENATTITUDEMODECHANGE =true // play "rotation" "linear" sound when you change mode//PLAYGPWS =true // the GPWS sound//PLAYMAINTHRUST =true // main thrust sound//PLAYHOVERTHRUST =true // the hover thrust sound//PLAYATTITUDETHRUST =true // the attitude thrust sound//PLAYDOCKINGSOUND =true // the docking sound and radio//PLAYRADARBIP =true // the radar bip when near another vessel//PLAYWINDAIRSPEED =true // the wind airspeed when atmosphere//PLAYDOCKLANDCLEARANCE =true // the landing clearance you can hear bellow 3000m or near a station//PLAYLANDINGANDGROUNDSOUND =true // Rolling, landing, speedbrake, crash sound//PLAYCABINAIRCONDITIONING =true // play the air conditionning sound//PLAYCABINRANDOMAMBIANCE =true // play the random pump and rumble sound//PLAYWINDAMBIANCEWHENLANDED =true // play the wind sound when landed//PLAYRADIOATC =true // play the atc radio sound//DISPLAYTIMER =false // display the timer text at the bottom of the screen when you take-off/////////////////////////////////////////////////////// Replace default sound of vessel// -------------------------------// Here you can replace many sounds of the vessel with your own.//// IMPORTANT: All your custom wav must be placed in "Sound/[VesselclassName] folder.// Example: "Sound/DeltaGlider/" for Deltaglider.cfg. // ELSE THEY WILL NOT LOAD. (create the folder if it doesn't exist)// // ALL sounds must be PCM (uncompressed) wav 16 bits, OrbiterSound is set to// play at 22050hz, so higher frequency is only a waste of place.//// Some sounds frequency are controlled by OrbiterSound, this is the case for // example of the main engine which is played at differents frequency in // internal or external view. Before replacing a sound it's a good idea to // look the frequency of the default wav. (in "Sound/Vessel")//// Note: -parameters have the same name than in C++ SDK// -If you don't know what a sound is for launch Orbiter/SoundConfig.exe and click "test" buttons/////////////////////////////////////////////////////REPLACE_MAIN_THRUST = main.wav // MUST BE STEREO FOR GOOD RESULT IN 3D (and 2d)REPLACE_HOVER_THRUST = hover.wav REPLACE_AIR_CONDITIONNING = aircond.WAV // MUST BE STEREO FOR GOOD RESULT IN 3D (and 2d)....SNIP !!![b]-----------------------Fichier coupé voir lien plus haut----------------------------[/b]
Mustard a écrit:Tres bonne nouvelle Mais qu'appelles tu des sons en 3D ?
Mustard a écrit:Ok. Et il faut des lunettes spéciales ? ... nan j'déconne
DanSteph a écrit:J'utilise la 3d de DirectSound 9, j'ai aucune idée de comment ça donne en quadriphonie. Faudra un type avec pour me dire si l'avant arrière est bien gérée par directsound. (A priori oui mais les docs euh..., je me méfie)Dan
SolarLiner a écrit:A ce que je sais FSX utilise DirectSound (mais la 10 peut-être), et j'ai l'habitude de jouer en quadriphonie avec, et ça rend bien, donc je pourrai servir de bêta-testeur naïf pour cette feature !
SolarLiner a écrit:J'ai mes 4 HP, mais j'ai le collège ... Si tu as des trucs à tester, c'est maintenant, car ce soir à 19h pétante je ne suis plus là de la semaine (pratiquement) qui arrive !