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MSFS24 Custom Sound on SimObject - works in 2020, cuts out in 2024

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ca-ontario
I am trying to fix a “bug” that is prematurely causing a sound on my SimObject to cut out. I am using a legacy sound method (Wwisedata=”false”) which is well documented in both 2024 and 2020 documentation. It works in MSFS2020, but in MSFS2024, the sound cuts out if the distance between the camera and the SimObject is greater than ~300m. In particular, this is a loud sound of a rocket launch in our KSC Scenery. Here is my code, as it appears in Soundai.xml file:

XML:
<?xml version="1.0" encoding="utf-8" ?>
<SoundInfo Version="0.1">
    <SimVarSounds>
        <Sound
            WwiseData=        "false"
            WwiseEvent=        "custom_sound_01"
            FileName=        "Launch-Sound"
            LocalVar=        "LVAR_SOUND_ON_OFF_LAUNCH"
            FullScaleDistance=    "4000">
            <Range LowerBound="0.5" UpperBound="1.5"/>
        </Sound>
    </SimVarSounds>
</SoundInfo>

I also had a problem in MSFS2024 with my VFX (attached to the rocket during the launch) disappearing, but I fixed that by attaching a huge, invisible cube to the model. This “trick” seems to fix a lot of visibility issues in MSFS2024, however, apparently, not the sound issue.

Thanks for any and all help.
 
Do you recall the way we used to do terrain following radar in FS2K4? You surrounded the user object with invisible aircraft that flew in formation with you. I thought a scattering of invisible buildings with sound linked to the main shuttle might do the trick.
 
Do you recall the way we used to do terrain following radar in FS2K4? You surrounded the user object with invisible aircraft that flew in formation with you. I thought a scattering of invisible buildings with sound linked to the main shuttle might do the trick.
Aha, yes, you spawn them on the ground and then read their altitudes and build up the terrain map :)

I am not quite sure how this would help... how would other SimObjects kick off the sound? If I linked the sound to every invisible building, then I may get a few buildings kicking off the same sound, and then we get a weird cacophony of one identical sound being started at different times...

No - this is a bug that has a solution somewhere. I am willing to try WWise approach. I gave it a shot, I used the SDK tutorial, but at one point, they totally lost me, it is as if they left out a step. Here is the step in question, and it talks about "simply dragging and dropping a freshly created event" that they never mentioned before:

1758750064598.png


If you or someone has any idea what they are talking about, please let me know. Or - if there is a better, accurate tutorial, please point it out to me. :)
 
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