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PostPosted: Wed Dec 14, 2011 10:41 am 
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Joined: Mon Mar 07, 2005 12:15 pm
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Location: Yonkers, NY USA
Boreas thanks for the new and handy sound pack! I've D/L them, and picked the files I'd like to activate, and put them in the MODS folder. Couldn't be easier! I'm really loveing the new Spit engine sounds. Sound even better than your last batch. I appreciate the mention in the user notes for the Luftwaffe startup sound, but I only had the thought. You did all the heavy lifting my friend! Once again, just a thanks for adding more immersion to an already great sim!

As a side note, looking forwards to 2.12. I hope Stickman includes your sound pack, even if for an alternate install.


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PostPosted: Wed Dec 14, 2011 10:12 pm 
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BDG
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Fish,

Yes, I am going to include a MODS folder in the BoBII folder structure, same as what we always need to add, to use JSGME.
In there will be some mods, one of mine, and some from others. The Boreas LW engine and cockpit sounds that are also files shared by all aircraft will be one, for sure.

Modders have improved many games so much. They should be appreciated.

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PostPosted: Thu Dec 15, 2011 5:03 am 
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Modders are loved Herr Stickman (according to your LW bias :wink: )
This game is the living testimony!

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PostPosted: Thu Dec 15, 2011 4:28 pm 
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Posts: 156
Thanks again. Actually I noticed that my RAF AI gun sounds worked poorly in the game so I’ve updated my downloads with beefed up versions (I should have remembered R,2,1). Also I‘d not spent much time on the x8 Browning sound which was a bit of an afterthought, although it seems to sound ok. Anyway I’ve included two further x8 Browning sounds in the download below providing a choice. I’m currently using the third version.

http://www.fileden.com/files/2009/2/3/2305200/x8%20Browning%20and%20RAF%20AI%20gunsounds%20choices.zip
newer link: https://Boreas111.opendrive.com/files?M18xMDY0NzMwMV9PQ2hYcg


Last edited by Boreas on Sat May 18, 2013 6:22 pm, edited 1 time in total.

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PostPosted: Thu Dec 15, 2011 10:02 pm 
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BDG
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OK, I got them. Will try them out.

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PostPosted: Fri Dec 16, 2011 1:29 am 
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BDG
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Of them all, I still prefer your version from July 8/08. I like the
real snap it has, and it seems to give a reasonable representation
of (300 x 8 )/17 = 141 snaps per second. It really sounds like ripping
canvas. (My original file is annotated "Boreas v3 louder".)

Looking with Audacity I see the new sounds appear to have a rate
of about 100 peaks per second (50/channel) but they tend to line
up with each other so without headphones it will sound more like
50, and they don't overdrive, so the sound isn't as vicious. The old
sound is I guess a little too far the other way, it looks to give about
180 peaks per second, and is completely overdriven, so I guess in
both aspects it could be backed down a bit, but still I like the final
result, more than the tamer new ones.

I've only played around very little with Audacity, so I took a few
minutes to see what I could do. I liked the effect I got by boosting
the new sound by about 30db with clipping. I still think I'd like the
rate about 10% faster, though. ....OK, learned how to do that, so
now I have a newly abused GunBrwn file, a bit nastier than its
parent; I gave it a pretty big speedup, so its only 1.4 sec from 1.9,
shifted one track a few milliseconds, and set it to the edge of
overdriven so you can still hear some of the structure. See what
you think...: http://www3.telus.net/v1ncent/bob/Gunbr ... ec2011.wav


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PostPosted: Fri Dec 16, 2011 3:58 am 
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BDG
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PV wrote:


Blimey ,i played it and forgot to check the volume on my speakers,made me jump out of my skin LOL.


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PostPosted: Fri Dec 16, 2011 7:13 pm 
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BDG
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Just done the same as Trumper, only with headphones on - my ears may recover given time!

Great version, Pete; it really has the 'ripping calico' sound reported by BoB pilots.

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PostPosted: Sat Dec 17, 2011 9:38 am 
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I think your adapted version might be more realistic PV. I think that the eardrum probably handles loud sounds a bit differently (apart from bleeding and hurting) but having said that I’m sure I’ve become too averse to clipping.

Most film sound effects seem to use just two guns and sound very good. I wondered whether airspeed might influence how prevalent the nearest guns might sound over those further along the wing but my rough estimation was that any effect would be minimal.

I suppose eight channels and as many good recordings would be ideal. I combined one good AN-M2 .303 recording with two with not much bass and two with not much middle. I arranged them at 20 rps for convenience (taking 19-20 to be the correct rate based on what I have read including this thread http://a2asimulations.com/forum/viewtopic.php?f=10&t=19650&hilit=weapons&start=30 placing the main good sound out of step on opposite channels and three of the others very slightly out of sync and somewhat across the channels which seemed to introduce some higher rate of fire characteristics. For the eight gun effect I added the re-equalised mono versions I that used for the external AI gun sounds.


Last edited by Boreas on Sun Dec 18, 2011 11:25 am, edited 1 time in total.

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PostPosted: Sat Dec 17, 2011 12:14 pm 
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I'll be totally honest by saying I don't use any of these modded gun sounds, and I'll tell you why. If you go back to either page 4 or 5 in this thread, you'll see a topic started by Bucic concerning sounds for realism. The focus here was not to introduce new sounds per say, but to make certain sounds sound as a pilot may hear them during combat. To accomplish this, certain sounds were either eliminated altogeather, or reduced in volume. In respects to the sounds that were reduced, the guns and AC flyby sounds were among those effected. Both sounds have been "toned down" to give the effect of hearing them with a pair of headphones on and a roaring engine in the background. I feel that this is a credible change.
Unfortunately, I can't for the life of me remember how I got those files, since the links are now dead, and I don't seem to have them anywhere on my HD. Someone in the community must have sent them to me, because I'm only recently useing them.


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PostPosted: Sun Dec 18, 2011 9:33 am 
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I have a leather flying helmet somewhere that my father bought. Everything would be very muffled when they were done up. So the pilot could hear his radio (not metal channel) presumably.
Here's a link for Bucic’s sound mod http://www.fileden.com/files/2009/2/3/2305200/bucic_soundmod_lowpass.zip.


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PostPosted: Sun Dec 18, 2011 10:43 am 
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Location: bristol uk
Fish 40 wrote:
I'll be totally honest by saying I don't use any of these modded gun sounds, and I'll tell you why. If you go back to either page 4 or 5 in this thread, you'll see a topic started by Bucic concerning sounds for realism. The focus here was not to introduce new sounds per say, but to make certain sounds sound as a pilot may hear them during combat. To accomplish this, certain sounds were either eliminated altogeather, or reduced in volume. In respects to the sounds that were reduced, the guns and AC flyby sounds were among those effected. Both sounds have been "toned down" to give the effect of hearing them with a pair of headphones on and a roaring engine in the background. I feel that this is a credible change.
Unfortunately, I can't for the life of me remember how I got those files, since the links are now dead, and I don't seem to have them anywhere on my HD. Someone in the community must have sent them to me, because I'm only recently useing them.


Fish 40

Yes i agree with you that it is very very hard,if at all to hear other planes with headphones on.at least in the spit,(probably the same in other planes,but i can only speak for the spit)as you only hear the engine noise,even if another plane is near you,so that's why it was so important to keep swivelling your head around to see other e/c,and why i believe raf pilots didn't know when some of their mates were shot down who were flying with them,according to some of the BOB books i have read.Even pilots were shot down when an e/c was only a couple of hundred yds away.simply because they didn't hear them.

But for the sake of the game,the sounds do add to the immerson of the Sim,and without them,it wouldn't be the same,although it's not being realistic,so whether the sounds are low or high,i suppose it's a personnel choice,but whoever puts those files in the update,it's up to them,and we have to go along with it imho.

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PostPosted: Sun Dec 18, 2011 10:49 am 
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Thanks for that link Boreas! Did you by any chance have a listen to these? As you mentioned, sound is muffeled with the headphones on. Imagine a roaring Merlin or DB on top of that. I have trouble hearing a car next to me while I'm driving unless it has a "souped up" motor or a bad muffler. And I'm not wearing headphones either!


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PostPosted: Mon Dec 19, 2011 12:28 pm 
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@ Marine; I agree %100! I guess to each their own, as they say. For me personally, I like to keep things as close to real as is allowable :)


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PostPosted: Mon Dec 19, 2011 12:55 pm 
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I think Bucic's mods and settings for the stock sounds are very usable but I couln't really get used to the guns being no more than a rumble.

From a player viewpoint I would wish that any replacement sounds were better all round than the current sounds and fitted seamlessly into the game, especially those more to the fore. Originally had simpler objectives like a louder engine with the canopy open and a bit more engine growl at takeoff. I think my engine sounds could be considered less realistic in external view. Also with my in-cockpit sounds changing to high prop pitch at high speed produces a more noticable reduction in volume than with stock, although not if left until further into the climb. Otherwise I'm fairly happy with my engine sounds but better original recordings could still make a lot of difference.


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