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MSFS20 SimObject and Wav file

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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:

View attachment 94355 View attachment 94356


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:

View attachment 94357



Here is a short demonstration video that shows the different SimObjects with their audio:
Turn on the sound!
Hello,

Christian Bahr

I've carefully read your post and watched your game effect video, as well as the video tutorial by OlticRoom. I'm unsure where I went wrong, but currently, I can't hear any sound in either developer mode or the normal game.
I'm building a Chinese airport, the airport code is ZGYL. My terminal model is complete, and I want to add broadcasts to make it more realistic. I have two speakers, named PA_ELEVATOR and PA_TERMINAL. PA_ELEVATOR plays only one broadcast every five minutes; PA_TERMINAL has six broadcasts, there is a five-minute silence interval between each broadcast. Both speakers play on repeat every day. I want these two speakers to be able to be freely placed and duplicate in the game like other models, so I created separate models for them, which involves SimObjects. Because I only had the Scenery asset group before, and not the SimObjects asset group, I had to create a new SimObjects asset group. The folder structure is shown in the screenshot below. Could you please take a look at the screenshots below and see if there are any modifications needed?

Folder construction.png


Wwise Audio.png


Wwise Event.png


Wwise Positioning.png


Wwise SoundBank.png


PCK_PC.png


ELEVATOR sim.cfg PA_ELEVATOR.xml soundai.xml.png


TERMINAL sim.cfg PA_TERMINAL.xml soundai.xml.png
 
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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.
You might want to check MSFS2020 documentation for plugins and version you need for Wwise. It is important to have the correct version for each simulator. The version and plugins might changed with the updates. You cannot use Wwise version for MSFS2024 to create sounds for MSFS2020.
 
You might want to check MSFS2020 documentation for plugins and version you need for Wwise. It is important to have the correct version for each simulator. The version and plugins might changed with the updates. You cannot use Wwise version for MSFS2024 to create sounds for MSFS2020.

Hello, OltcitRoom !

Thank you very much for your reply. I forgot to mention that I haven't yet come into contact with MSFS2024. All of my development is based on the MSFS2020 platform, and the downloaded SDK and WwiseSampleProject are also the latest versions. Regarding the version number of Wwise, I checked it by opening FlightSim.wproj in the WwiseSampleProject folder with Notepad, as shown in the screenshot below. Additionally, I have obtained the non-commercial license for Wwise, as shown in the screenshot. When I open FlightSim.wproj and click Generate All at the end of the project, I don't see any error messages.

Wwise version.png


Wwise SoundBank Generate.png
 
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Hello, OltcitRoom !​

Thank you very much for your reply. I forgot to mention that I haven't yet come into contact with MSFS2024. All of my development is based on the MSFS2020 platform, and the downloaded SDK and WwiseSampleProject are also the latest versions. Regarding the version number of Wwise, I checked it by opening FlightSim.wproj in the WwiseSampleProject folder with Notepad, as shown in the screenshot below. Additionally, I have obtained the non-commercial license for Wwise, as shown in the screenshot. When I open FlightSim.wproj and click Generate All at the end of the project, I don't see any error messages.

View attachment 99913

View attachment 99912
Did you add a cube with invisible texture and place it inside or did you add it to the entire terminal? The sound will be played from the origin of the object. Also the object in blender should have the same name you used in Wwise. Also I will check to make sure there are no miss-spelling between all the above. If everything looks good than I will change the BUS output as shown in the tutorial.
 
Did you add a cube with invisible texture and place it inside or did you add it to the entire terminal? The sound will be played from the origin of the object. Also the object in blender should have the same name you used in Wwise. Also I will check to make sure there are no miss-spelling between all the above. If everything looks good than I will change the BUS output as shown in the tutorial.
I created two planes with invisible materials in 3ds max, named PA_ELEVATOR and PA_TERMINAL respectively. The exported result is shown in the screenshot, they can be read and added normally in the game developer mode. I did not attach the broadcast to the terminal model because I wanted to copy and place it freely where I wanted. Additionally, I set up the BUS according to the instructions in the jetway audio and video tutorial.

model name.png
 
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The name of your objects are PA_ELEVATOR and PA_TERMINAL. Your work units has different name in Wwise. As i mentioned in the tutorial, you need to stay with the same name you use for your object. Also you will need to separate the 2 sounds if they are different. If the sound is the same than create only one of them, no need to create 2 objects with the same sound. The output bus "miscellaneous inside" its not correct. You need to hear the sound outside the airplane, that's for inside the airplane. Please revisit the tutorial as i explain a little about the output bus-here is the exact time of the video:
. I also attached a picture to show you visual what bus i will select, env_ambient_airports
 

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The name of your objects are PA_ELEVATOR and PA_TERMINAL. Your work units has different name in Wwise. As i mentioned in the tutorial, you need to stay with the same name you use for your object. Also you will need to separate the 2 sounds if they are different. If the sound is the same than create only one of them, no need to create 2 objects with the same sound. The output bus "miscellaneous inside" its not correct. You need to hear the sound outside the airplane, that's for inside the airplane. Please revisit the tutorial as i explain a little about the output bus-here is the exact time of the video:
. I also attached a picture to show you visual what bus i will select, env_ambient_airports
I'm very sorry for replying to you so late. I will try to follow your guidance again. I'm very sorry for not explaining clearly earlier,PA_ELEVATOR plays only one broadcast every five minutes; PA_TERMINAL has six kinds of broadcasts, there is a five-minute silence interval between each broadcast. The content played by PA_ELEVATOR and PA_TERMINAL is completely different.
 
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