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MSFS20 SimObject and Wav file

Hello Return from test :cool: you a Master class !!!
Works very fine !
As I want to have just Sound in a Hangar :
I attribute 40 meters and "always play Sound" in xml because there's no trigger in this case.
As I go away, there's no more Sound👍

Thanks
Thanks, that’s exactly what I am trying to figure out how to add sound inside the terminal at DTW. The problem I have, the terminal is a rectangular shape so setting up the distance it won’t work in all directions. It’s got to be a setting somewhere to play the sound only when inside the object. I got to play around with the busses.
 
Hi ,
in fact, the sound is not attibute to the hangar but to an object in the hangar, so I can use it later anywhere !

With a distance sound of 40m, you'll be abble to put an object without texture anywhere in your terminal.
just put the object when the sound go down and so on..
 
Hi ,
in fact, the sound is not attibute to the hangar but to an object in the hangar, so I can use it later anywhere !

With a distance sound of 40m, you'll be abble to put an object without texture anywhere in your terminal.
just put the object when the sound go down and so on..
That will do the trick for sure.
 
Great topic
I am also interested in to see if sound can be added to visual effects objects. I have created several animated waterfalls and I would like to add sound to it as you get close to it. Is that possible?
Thank you
Bijan
 
Great topic
I am also interested in to see if sound can be added to visual effects objects. I have created several animated waterfalls and I would like to add sound to it as you get close to it. Is that possible?
Thank you
Bijan
I am not familiar with visual effects, I am assuming you have an object to that project so you can attached the sound there. If you don’t, than you can add a cube with an invisible texture and add the sound to it. Place it in the middle of the water fall and you have sound. 😊
 
I am not familiar with visual effects, I am assuming you have an object to that project so you can attached the sound there. If you don’t, than you can add a cube with an invisible texture and add the sound to it. Place it in the middle of the water fall and you have sound. 😊
Thanks for the reply and the tip. Is there a tutorial I can look at as to how to add a sound to the cube?
 
Okay, I set out yesterday and got a commercial license from Wwise :)
I copied the instructions in the tutorial video 1:1 to my project, the names of the events and the wav file etc. were adapted to my project.
Everything worked great, there were no errors when creating the soundbank, everything went smoothly and I copied the PCK file including the soundai.xml into my soundai folder.

First of all, a huge thank you for the video!

It would be interesting for me to know which SimVar I have to use so that the sound plays. JETWAY MOVING is definitely wrong, right?

Code:
<?xml version="1.0" encoding="utf-8" ?>

<SoundInfo Version="0.1">

<WwisePackages>
<MainPackage Name="edgt_zombie"/>
</WwisePackages>
 
<SimVarSounds>

<Sound WwiseData="true" WwiseEvent="zombie_moan" FadeOutType="2" FadeOutTime="1" SimVar="JETWAY MOVING" Units="Bool">
<Range LowerBound="1" UpperBound="100.0"/>
</Sound>

<Sound WwiseData="true" WwiseEvent="zombie_moan_inside" FadeOutType="2" FadeOutTime="1" SimVar="JETWAY MOVING" Units="Bool">
<Range LowerBound="1" UpperBound="100.0"/>
</Sound>

</SimVarSounds>

</SoundInfo>


sound_event.jpg
 
That’s correct Jetway moving simvar will not work. That simvar is specific for jetways. Also you don’t have to add the sound inside . That’s just for jetway only as well.
<Sound WwiseData="true" WwiseEvent="zombie_moan_inside" FadeOutType="2" FadeOutTime="1" SimVar="JETWAY MOVING" Units="Bool">
<Range LowerBound="1" UpperBound="100.0"/>
</Sound>
You want the sound to be heard when the zombie character it’s moving correct? Set a simvar based on time . Maybe there is a simvar based on animation ,like for a vehicle. If you follow @mamudesign simbrief , maybe someone there can give you an exact simvar for an animated character. There is a tool to check simvars in MSFS as well. Honestly I haven’t play around with that.
 
I finally did it. The audio is played via "SimVar=Ground Velocity". But it's not what I want.

So, for example, a model has 3 animations: walking, running, barking. I would like to assign an audio to each animation.

Can you link an audio to an animation and if so, what should the XML section in the soundai.xml and in the model.xml look like?

This is my code:

Code:
<?xml version="1.0" encoding="utf-8" ?>

<SoundInfo Version="0.1">

    <WwisePackages>
        <MainPackage Name="edgt_zombie"/>
        <MainPackage Name="edgt_jogger"/>
    </WwisePackages>

<SimVarSounds>

<Sound WwiseData="true" WwiseEvent="zombie_moan" FadeOutType="2" FadeOutTime="1" SimVar="GROUND VELOCITY" Units="METERS PER SECOND" Index="0" ViewPoint="Both">

<Range LowerBound="1"/>
<Range UpperBound="5"/>

</Sound>

</SimVarSounds>

</SoundInfo>
 
If it’s for a freeware project you don’t need to buy the license.
Even for commercial projects you don't have to buy a license. There is an amount you have to stay under, then Wwise doesn't cost anything. I think it would be under 250k$
 
I finally did it. The audio is played via "SimVar=Ground Velocity". But it's not what I want.

So, for example, a model has 3 animations: walking, running, barking. I would like to assign an audio to each animation.

Can you link an audio to an animation and if so, what should the XML section in the soundai.xml and in the model.xml look like?

This is my code:

Code:
<?xml version="1.0" encoding="utf-8" ?>

<SoundInfo Version="0.1">

    <WwisePackages>
        <MainPackage Name="edgt_zombie"/>
        <MainPackage Name="edgt_jogger"/>
    </WwisePackages>

<SimVarSounds>

<Sound WwiseData="true" WwiseEvent="zombie_moan" FadeOutType="2" FadeOutTime="1" SimVar="GROUND VELOCITY" Units="METERS PER SECOND" Index="0" ViewPoint="Both">

<Range LowerBound="1"/>
<Range UpperBound="5"/>

</Sound>

</SimVarSounds>

</SoundInfo>
Is the sound the same for each animation?
That is a very complex situation you have 😁
In that case you might have to set the simvar inside Wwise. I saw an option in wwise to select or create custom simvar but I couldn’t figure out how to activate the simvar option. There are a few simvar presets but none of them are what you are looking for. Maybe try setting up the simvar based on distance. I have to look into it if something like what you want is possible. Is there a simvar based on speed? Like the engine sound for an aircraft.
 
Yes, in this SimObject structure the playback of the audio is controlled by a speed variable.
The folder contains 4 people with different running speeds, each person should be assigned their own sound from the Wwise package:

simobjects_wwise.jpg

It works! I solved it by defining LowerBound UpperBound based on the SimVar "Ground Velocity". But I probably made a mistake when creating the Wwise package, so I have to create a new package with Wwise that contains at least 4 different audios (1 audio for each person).
 
Yes, in this SimObject structure the playback of the audio is controlled by a speed variable.
The folder contains 4 people with different running speeds, each person should be assigned their own sound from the Wwise package:

View attachment 94339

It works! I solved it by defining LowerBound UpperBound based on the SimVar "Ground Velocity". But I probably made a mistake when creating the Wwise package, so I have to create a new package with Wwise that contains at least 4 different audios (1 audio for each person).
Yes, that’s the way. You need to create a work unit for each character.
 
Yes, that’s the way. You need to create a work unit for each character.
Now I have understood the principle and have taken a significant step forward 😀

For 3 of the animated people you only need to create a single package, this package contains three audios: zombie, jogger, walker
For the vehicles "Jeep" and "Tractor" 2 packages were created, the animals require 1 additional package:

wwise_bottenhorn_audios.jpg
wwise_bottenhorn_soundbanks.jpg



I also discovered a few other things, namely you can connect Wwise directly to the MSFS and this makes everything much easier - you can see/hear changes in Wwise directly and live in the MSFS:

wwise_msfs_connect.jpg




Here is a short demonstration video that shows the different SimObjects with their audio:
Turn on the sound!
 
Hi.
I would like to trigger a Wwise event that works based on a time. A dog should bark from 9-11 am and play an audio file. However, only SimVars are possible in the Wwise code. Does anyone know how the code needs to be changed to make it work?

Code:
<SimVarSounds>

<Sound WwiseData="true" WwiseEvent="dog_bark" NodeName="attach_sound" FadeOutType="2" FadeOutTime="1" SimVar="Local Time" Units="Seconds" Index="0" ViewPoint="Both">
<Range LowerBound="32400" UpperBound="39600"/>
</Sound>
</SimVarSounds>
 
Was able to create an object file with sound for 2024, but wont work on 2020.....is there anything I have to tweak to make it work in 2020? Its terminal ambience attached to an invisible box.
 
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