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FSXA Seagull sounds

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287
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ireland
I'd like to add these for an island airport in Norway.

I'd be grateful for advice on how to do this. I can either record or find the actual sounds on line, but how to add them to the scenery?

Thanks.
 
Try Effects with FXEditor . As an example you can take one of the default effects eg Cntrl_Barn.fx There are some birds too.. :D
 
Thanks, GaryGB

I've got a .wav file and a ctrl.fx file.

As I understand it I need to somehow produce a .bgl which a) points to these, and b) tells FSX the lat/lon where the effect is to be heard.

I did some effects coding a long way back in FS2002 days, so you can see why I'm a bit rusty.
 
Actually you have to attach an effect in 3d editor like Gmax, max or blender and then make your X or MDL. Effect in Effects folder and MDL as BGL library in Scenery folder..
 
Actually you have to attach an effect in 3d editor like Gmax, max or blender and then make your X or MDL. Effect in Effects folder and MDL as BGL library in Scenery folder..

Hello:

Certainly some may find it useful in certain development workflows to attach an Effect (aka "*.Fx") file to a 3D object.

IMHO, it is best, for preserving adaptability of such an approach, to attach a Cntrl-type Fx file to allow options for 'called' Fx.


But, in my experience, one does NOT "have to" attach a Basic-type Fx file to a 3D object, convert it to a MDL, package it inside a scenery object library BGL, then place it via BGLComp-type XML code. :pushpin:


An Effect (aka "*.Fx") file can simply be placed via BGLComp-type XML code, then compiled by BGLComp into a BGL.

Again, IMHO, it is best to preserve adaptability of such an approach, to attach a Cntrl-type Fx file to allow options for 'called' Fx.


A review of the threads linked above offers info on implementing sounds via Effects placed by: :teacher:

* the "direct" method using this workflow:

BGLComp Fx placement XML > BGL

...or

* the "indirect" method (using MDL AttachPoints) in this workflow:

[MDL & AttachPoint Fx] > BGLComp scenery object Library XML > BGLComp placement XML > BGL


Certainly if one intends to repeatedly re-use "sound effect" scenery library objects having pre-determined GUIDs and run time rendering "play" parameters via a 2D thumbnail proxy or live-in-FS 3D preview placement utility, that "indirect" method may have its own conveniences compared to the "direct" placement method.

But IMHO, each of the above methods have their own pros and cons ...depending on the developer's needs / preferences. ;)

GaryGB
 
Last edited:
Hello Gary

Two questions, please:

It looks as if the Direct method would be easier for me. Is there an .xml template for a sound effect which I could modify? As I say I have a *.fx and a ctrl.fx and I know the lat/lon coordinates. I have the SDK and can use BGLComp.

Or, is there an easy way using ADE? From reading your posts it would seem that this was a possibility some time ago. Was it ever implemented?

John
 
Thanks. I did it manually.
This is what I did for others less switched on than most here:

1. Borrowed an effects file from another scenery but you could make your own.
2. Created an .xml file using the lat/lon for placement of the sound effect, and the relevant effects file (*.fx)

<?xml version="1.0"?>
<FSData
version="9.0"
xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance'
xsi:noNamespaceSchemaLocation="bglcomp.xsd" >

<SceneryObject
lat="59.792778"
lon="5.339444"
alt="0.0M"
altitudeIsAgl="TRUE"
pitch="0"
bank="0"
heading="0"
imageComplexity="SPARSE">
<Effect
effectName="ORBX_EGPB_Sound_Shore.fx"
effectParams="DAWN=1;DUSK=1;"/>
</SceneryObject>
<SceneryObject
lat="59.792778"
lon="5.339444"
alt="0.0M"
altitudeIsAgl="TRUE"
pitch="0"
bank="0"
heading="0"
imageComplexity="SPARSE">
<Effect
effectName="ORBX_EGPB_Sound_Shore.fx"
effectParams="DAY=1;NIGHT=0;"/>
</SceneryObject>
</FSData>


N.B. The section starting <SceneryObject and ending </SceneryObject must be duplicated so that the DAWN DUSK and DAY NIGHT parameters work correctly.
3. Saved the .xml and compiled it using Arno's exellent Compile Helper available under Resources. There are instructions in the Wiki. This greatly simplifies the compile process - you just drag the .xml on the CompileHelper.exe and a .bgl appears in the same folder.

4. Created a folder containing these subfolders: Effects (containing the .fx file for convenience); Scenery (containing the .bgl and also the.xml file for convenience); Sound (containing the relevant .wav again only for convenience).
Only the .bgl is actually needed as all the other files must remain in their original FSX folders - I only include them here so that I had copies of everything in one place.

5. Placed the folder in Addon Scenery at high priority and added the scenery in the usual way.

Thanks to all for your help.

Regards,
 
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