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FSX Sound FX in FSX

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Ok, I created a custom sound effect for use with FSX. I added the .wav file to the 'sound' file in the FSX folder. I placed the .fx file in the 'effects' folder. My problem is, 1. I can't figure out how to 'add' the custom effect to my airport in ADE. The new effect don't show up in the 'effects' list in ADE. 2. In FSX using the effects editor, I can't get any sound when edditing the effects. I hit "do effect" and nothing happens. All the other default sounds work fine, but none of the 'addon' effects do anything. Do I have to add the effect to FSX somehow? I can't seem to figure it out. I know the .wav file is good, I played through windows media player, but it won't work in the effect itself. I have all the parremeters and everything set right in the .fx file (Ie: I just used one of the default .fx files as a baseline to set things correctly) I just can't get the sounds to play in FSX or in the Effects Editor. What did I do Wrong?

Here's the steps I took:
1. opened up a "working" .fx file within FSX using the effects editor
2. renamed the effect in the editor
3. changed the .wav file to the correct .wav file for the effect.
4. to test the effect, I hit the "Do Effect" button, nothing happens.
5. Save the new effect with the new name. (The file did save to the 'effects' folder)

The only thing I changed is the name of the effect and the .wav file.
Also the effect with the new name don't show up in the effects list in ADE.

So what am I doing wrong here?
 
Ok, I created a custom sound effect for use with FSX.

* I added the .wav file to the 'sound' file in the FSX folder.

* I placed the .Fx file in the 'Effects' folder.


My problem is:

1.) I can't figure out how to 'add' the custom effect to my airport in ADE.

The new effect don't show up in the 'Effects' list in ADE.

2.) In FSX using the Effects editor, I can't get any sound when editing the Effects. I hit "Do Effect" and nothing happens.

All the other default sounds work fine, but none of the 'add-on' Effects do anything.

Do I have to add the Effect to FSX somehow?

I can't seem to figure it out. I know the .WAV file is good, I played through windows media player, but it won't work in the Effect itself.

I have all the parameters and everything set right in the .Fx file (ie: I just used one of the default .Fx files as a baseline to set things correctly)

I just can't get the sounds to play in FSX or in the Effects Editor.

What did I do Wrong?

Here's the steps I took:

1. opened up a "working" .Fx file within FSX using the Effects editor
2. renamed the Effect in the editor
3. changed the .WAV file to the correct .WAV file for the effect.
4. to test the Effect, I hit the "Do Effect" button, nothing happens.
5. Save the new effect with the new name. (The file did save to the 'effects' folder)

The only thing I changed is the name of the Effect and the .WAV file.

Also, the Effect with the new name don't show up in the Effects list in ADE.

So what am I doing wrong here?

Generally speaking, FSX must restart fully before it can detect 'new' Effects and SimObjects added to target FSX sub-folders.

Generally speaking, ADE also must restart fully before it can detect 'new' Effects and other Objects added to target FSX sub-folders.

If you ZIP /attach / link original and edited *.FX files with SDK BGLComp 'Placement' BGLs, we may be able to troubleshoot this scenario. ;)


GaryGB
 
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Ok, I changed the 48k to 20k (no 22k available with the sound editor) but still nothing happens.
What. BGL you need? I just used a working .fx file that came with FSX. There weren't any BGL files used. I'm fine doing that, I just can't get sound from the new .fx file. I figured out how to get the new file to show up, (remembered it from a previous attempt) I just had to close and restart ADE for it to complile a new list. the effect shows up now, but still isn't working. I loaded up the original working file and it works fine, all I did was change the name of the effect to save it as a new effect without overwrinting my original file, I changed the .wav file to the new .wav file. I just can't get that file to play through FSX or the effects editor. Is there some sort of 'bug' in FSX that prevents added effects from working. I checked all of my sound settings in FSX and my sound in Windows, everything is as it should be. All the original and default sound effects work, just the new one don't. I even have some ORBX sound effects and they seem to work as well, in fact it is one of those effects I am using as my base file, I only rename the file and change the .wav file, nothing else has been changed. I can zip the original ORBX .fx file and the new .fx file, but I didn't use any BGLs for anything. Why won't the effect play through the effects editor? I'm stumped. :banghead:

Again, Microsoft making something that should be 'simple' hard. That figures.:rolleyes:

If there are any Effects .BGLs, where the heck would they be located? Do all Effects have to have a BGL for them to work? Never read anything that says anything about having to create a BGL file for an effect.😕
 
Ok, I changed the 48k to 20k (no 22k available with the sound editor) but still nothing happens.

What BGL you need?

I just used a working .fx file that came with FSX.

There weren't any BGL files used. I'm fine doing that, I just can't get sound from the new .fx file.

As stated previously, ...original and edited *.FX files with SDK BGLComp 'Placement' BGLs.

I figured out how to get the new file to show up, (remembered it from a previous attempt) I just had to close and restart ADE for it to compile a new list. the effect shows up now, but still isn't working.

I loaded up the original working file and it works fine, all I did was change the name of the effect to save it as a new effect without overwriting my original file, I changed the .wav file to the new .wav file. I just can't get that file to play through FSX or the effects editor.

If you ZIP /attach / link original and edited *.FX files with SDK BGLComp 'Placement' BGLs, we may be able to troubleshoot this scenario. ;)

Is there some sort of 'bug' in FSX that prevents added effects from working ?

I checked all of my sound settings in FSX and my sound in Windows, everything is as it should be. All the original and default sound effects work, just the new one don't.

I even have some ORBX sound effects and they seem to work as well, in fact it is one of those effects I am using as my base file, I only rename the file and change the .wav file, nothing else has been changed.

I can zip the original ORBX .fx file and the new .fx file, but I didn't use any BGLs for anything.

Why won't the effect play through the effects editor? I'm stumped. :banghead:

Again, Microsoft making something that should be 'simple' hard. That figures. :rolleyes:

If you ZIP /attach / link original and edited *.FX files with SDK BGLComp 'Placement' BGLs, we may be able to troubleshoot this scenario. ;)


Generally speaking, Effects will only play if they are launched via an AttachPoint on a MDL.


If it is a SimObject, that may add extra conditional "Visibility" (in this context, "Play-ability") to commonly used EffectParameters.


If a MDL is a user vehicle, that code goes into the Aircraft.Cfg, or the Sim.Cfg file under the [Effect] sub-section.

They then only "Play" when certain conditions are met (ex: touchdown, ground scrape, on water etc.)


If a MDL is inside a compiled Scenery Object Library BGL, it must be 'placed' via AttachPoint FX XML code.


FS2Kx' FX can use a Controller with a 'Basic' file format, and rhumbaflappy showed us how to make a 1-piece type Fx file.


In either case, FSX must launch and "Play" Fx via either a vehicle MDL or via a MDL inside a Scenery Object Library BGL.

Objects that have attached Fx must be 'placed' and their BGLs located in "Active" Scenery Library Area Layers to be "Played".

GaryGB
 
OK, I tried something else, I still used the ORIGINAL working effect. I made a backup copy of the effect file first. then I loaded that file into my effects editor. I went in and just changed the .wav file name to the one I want to use. I did not change anything else I left the name of the effect and all the same. I only changed what .wav file that effect loads up. I resaved the file with it's original name and tried to do the effect, still nothing happens.
 
I personally would not allocate further time to speculating as to what the cause may be, without seeing the actual files involved.

If you ZIP /attach / link original and edited *.FX files with SDK BGLComp 'Placement' BGLs, we may be able to troubleshoot this scenario. ;)

Send me a reply via Direct Message containing either an attached or linked ZIP file set, if you would like my input on this inquiry.

Do not attach or link in FSDEV public forums, files from anything involving a commercial payware product other than FSX itself.

GaryGB
 
I figured it out. I forgot to change the information in the Control File to point to the correct .fx file. All sound effects have to have a control file along with the actual .fx file. It works now, also files have to be MONO not STEREO, another thing I forgot about. I have it working now. The effects editor itself creates the .BGL and all other files for me when it saves the new effect. Two simple little mistakes make all the difference. Now if only I could fix the DAY and NIGHT parameter thingy. that never has worked. I have been using the TOD parameter to adjust the times the effect shows but that is a bit time consuming. but from what I have read, the DAY,NIGHT thing has been a FSX problem from the start. At least now I know what I did wrong with the sound. It was your comment about the BGLs that led me to research the manuals on creating sound effects. I don't have to make the BGLS the editor does that for me, but I do have to create the control file for the effect. Only sound effects require a control effect to work.
 
I figured it out. I forgot to change the information in the Control File to point to the correct .fx file.

Been there, done that. :laughing:

All sound effects have to have a control file along with the actual .fx file.

No, as stated above, Sound Fx can be "Played" via a number different methods; I prefer using a Control type Fx file set.

It works now, also files have to be MONO not STEREO, another thing I forgot about. I have it working now.

AFAIK, that is true for 'Positional' Sound in SimObjects.

I am not certain whether Stereo is totally 'incompatible'.

AFAIK, using Stereo defeats the ability of FSX to "Play" 'Positional' Sound in SimObjects.

Thus, even if a Sound.Cfg has "Sound Cones", without Mono sound files, the 'Positional' Sound is not unique per speaker.

IIRC, if a Stereo WAV Fx is supplied, FSX just "Plays" 2-channel blended Mono through all speakers without 'positional' info.

The effects editor itself creates the .BGL and all other files for me when it saves the new effect. Two simple little mistakes make all the difference.

Which Effects Editor are you referring to that "creates your BGLs for you" ? :rolleyes:

* FSX SDK Special Effects "VisualFx.DLL" that displays live in FSX at run time ?

...or:

* MCX Attached object editor (has presets to simplify assigning TOD EffectParams).

See: MCX Manual - 6.6 Attached object editor

...or:

* MCX 'original' Fx Editor (has now become a stand-alone capable utility).


https://www.google.com/search?q=FSX...xMrgH7Q7CBwYwLjExLjfIByo&sclient=gws-wiz-serp

Now if only I could fix the DAY and NIGHT parameter thingy. that never has worked. I have been using the TOD parameter to adjust the times the effect shows but that is a bit time consuming. but from what I have read, the DAY,NIGHT thing has been a FSX problem from the start.

It is not actually time-consuming; one must simply "place" the Effect 2x to launch the FX each TOD in EffectParameters code.

At least now I know what I did wrong with the sound. It was your comment about the BGLs that led me to research the manuals on creating sound effects.

I don't have to make the BGLs the editor does that for me, but I do have to create the control file for the effect. Only sound effects require a control effect to work.

Again, Sound Fx can be "Played" via a number different methods, and may not always require a discrete separate Controller file.

GaryGB
 
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For the most part I use the built in effects editor that I installed a while back that allows me to edit fx from within FSX without having to shut the sim down.For the most part according to the instructions, using an fx by just placing it in the spot where you want it requires a control fx file to work. Yes it explains the other ways mentioned but this is the more direct method. However, after doing some Google research, I did found there is a "bug" in FSX that a lot of people encounter when using sound effects that are not attached to an object, and that is the effect may be sporatic, it may work one time and may not work the next. I just encountered this problem, right now the effect is no longer working, so I may need to use one of the other methods of creating the effect to make it work all the time and not just "when it wants to".

All I want to do is put some water sound effects near some of the islands (not attached to any sort of object) to kind of add some reality to things. I may try attaching the sound effect to something like a tree or a building just to see if that helps any, or maybe one of the visual effects. It shouldn't be too difficult to add the sound fx to something like a water wave or water splash effect. Maybe because normally effects are all visual and really not meant to be used as stand alone sound effects, most sound is attached to something else. I have some auroras in the project, I might try attaching the sound effect to one of those and see what happens.
 
For some reason, don't know if it's my setup, my FSX,my drivers, or whatever, but I downloaded a ADE sound file and put that in the effect, still no sound, I played with the sample rate all the way down to 8000 and it still won't play the sound. If I put in the original sound file, it works fine, but with another one that I created or even one downloaded, it will not play that file. I put it in the sound folder and everything, but the file will not play in FSX. It has something to do with that "bug" in FSX I mentioned, that's what I think. Of course that 'bug' will never get fixed since FSX is no longer supported. I've exausted everything I can try. I attached the sound effect into a working visual effect that already has sound and just changed the filename to my file. It won't play it, if I put in the original filename, works fine. There is some funny way they must have encoded their sound files that regular sound editing software can't process. I'm not sure what they di to make the sound files work, but they all work fine, but one downloaded from another source, no matter what sample rate you use, will not work. I don't understand it, but that's the jest of it. So what I will have to do is find my ORBX installation file and install all of the ORBX sound effects and just use what they have, it ain't much, but it will have to do. I have all the effects, I just don't have the sound files that go with them. So, if anyone has done any work with sound effects using your own sound files, and actually got them to work, please let me know how the heck you got them to work, including sample rate, bit speed, all of that so I can convert my own sound files, because right now, I am at a loss as to how to get my sound files to work in FSX. For now, I'll sit back and wait for someone who knows what they are doing.
 
There are good "worked" examples at FSDEV in discussion threads between George Davison (aka "GHD"), Christian Bahr and me.

They provide a mix of Effect coding scenariosp; rhumbaflappy also provided a worked example of how to code a 1-piece Fx file.


I'll see if I can find them after I check on Ken's Nauru project status so he has time to prepare more downloads if needed.

So it may not be until later morning tomorrow (Tuesday) that I will have time to find those sound Fx threads and files. ;)

GaryGB
 
Thanks, I'd like to take a look at that. However, It came to me last night that since all effects require a BGL file to work, and an XML file to compile the BGL, I got to thinking, maybe the filenames have to be the filenames of the file that was used to compile the BGL, now since I don't know anything about writing XML files and I can't seem to locate the XML files that was used to create the original file in order to edit the filename of the sound file, why not just remove the original sound file for the effect, (put it safely somewhere) , then change the filename of the sound file to the original filename then save the effect file leaving everything the same as it was originally except for the 'looping' which has to be changed to "TRUE". Well, I did that, and WALLA! it worked. So instead of doing any editing of the effect itself, all I have to do is change the filename of the sound file I want to use to the filename used to compile the effect. If I knew where the XML file was for the effect, I could probably go in and edit the filename then re-compile the BGL, but it's just easier to simply change the sound file's name. All i have to do then is 'copy' the effect, rename it, and add it back to the list. then find the BGL file for that effect and simply do the same thing changing the BGL filename to that of the effect's filename. Close ADE, re-open ADE so it can re-compile my effects list, add the effect where I want it, add any parameters I want to use, and sure enough, it worked. Amazing what a good night's sleep will do. Not to mention a little Meditating. I practice Aroma therapy and it really helps to clear your mind so you can concentrate better.I do it every Morning, and every Night.
 
I'm finding new complexities required with Ken's project, and may not have a chance to search and reply on this until later today.

Amazing what a good night's sleep will do. Not to mention a little Meditating. I practice Aroma therapy and it really helps to clear your mind so you can concentrate better.I do it every Morning, and every Night.

I wax / wane between a preference for an Aroma of Starbucks coffee and ...Napalm ...er, no, I mean Victory (just kidding, of course :p).


GaryGB
 
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There are good "worked" examples at FSDEV in discussion threads between George Davison (aka "GHD"), Christian Bahr and me.

They provide a mix of Effect coding scenarios; rhumbaflappy also provided a worked example of how to code a 1-piece Fx file.

I'm finding new complexities required with Ken's project, and may not have a chance to search and reply on this until later today.

OK, as I must move my SBuilderX installation to troubleshoot Ken's project, I will run into tomorrow on that process.

So, I am now taking a moment to search and reply here with some links to threads I cited above on FSX Sound Fx coding.


Note especially that a minimum of code which ignores 'some' default unrelated Fx code sections can be used for Effect "XML" text:

https://www.fsdeveloper.com/forum/threads/sound-effects.424400/post-623459


...and that a minimum of (1) file can be used for Effect "XML" text that apparently can eliminate use of a Controller Fx file:

https://www.fsdeveloper.com/forum/threads/radius-1.19185/post-126024


Misc. links (in no particular order, but particularly informative, IMHO):

https://www.fsdeveloper.com/forum/threads/sound-effects.424400/

https://www.google.com/search?q=site:www.fsdeveloper.com+GaryGB+Special+Effects+SDK+Radius

https://www.fsdeveloper.com/forum/threads/effect-emitting-other-effect.426851/

https://www.fsdeveloper.com/forum/threads/do-you-know-how-to-add-custom-audio-at-your-airport.19020/

https://www.fsdeveloper.com/forum/threads/sound-with-attachpoint-not-working.432042/#post-690469

https://www.fsdeveloper.com/forum/threads/seagull-sounds.433045/

https://www.google.com/search?q=sit...BwMwLjG4B5wBwgcDMC4xyAcC&sclient=gws-wiz-serp

GaryGB
 
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I'll take a look at some of those later today or tonight. I might get some ideas that I can work with, thanks.
 
Ok, I have an effect named 'Orbx_sound_crickets" it contains a sound file called "Orbx_Sound_Crickets.wav" Ok, now I don't have the ORIGINAL sound file that goes with the effect. ( I had an ORBX addon at some point but when I removed it, most of the sound files went with it so most of the fx files I still have for ORBX are there, but I have no sound file for them). I found a sound file for crickets, ok, I changed the filename to the "Orbx_Sound_Crickets.wav" that the effect uses. I didn't change anything in the effect file at all, I only changed the filename of the sound file that the effect needs. Now, when I try to use the effect, no sound. At this point I assumed that you just can't use a sound effect without it being part of a visual effect. However, I do have some ORBX sound effects that are stand-alone effects and they do have their original sound files. So I put in one of those effects, and they work fine. So why is it then, that the ORBX_SOUND_CRICKETS effect won't work? I have a working sound file that was supposedly made for FSX. It is a .wav file but of course when you download it, it has a different filename than what the effect uses, why is it that I can't just change the filename of that file to make it work? Is it that when the effect is created, the sound file is actually compiled into the BGL that goes with the effect, if that's the case, then why do the ones with their original sound file work. I thought all sound files are in the SOUND folder in FSX and not compiled in any BGL file. I can't figure out why downloaded sound files just won't play in FSX. Do they have to be a certain sample freq. ,length, and filesize? I just don't get it. I'm not making any changes to the actual effect file, I'm only changing the sound file that it uses, and I'm not even changing the filename in the effects file, I'm just renaming the sound file to match that of the one used by the effect. Someone please explain to me why the heck this will not work what are the specifics of the sound file that has to be used? Should they be MONO or STEREO? What sample rate should I use? And how large can the file be? I need answers. I could use the ORBX sound effects I have, but I have only a handfull of them, most of them don't have the sound file with them, and where are the .bgl file for sound effects stored? Maybe the ORBX effects that have no sound file don't have their corresponding .bgls.
 
Ok, I have an effect named 'Orbx_sound_crickets" it contains a sound file called "Orbx_Sound_Crickets.wav"

Ok, now I don't have the ORIGINAL sound file that goes with the effect. ( I had an ORBX add-on at some point but when I removed it, most of the sound files went with it so most of the fx files I still have for ORBX are there, but I have no sound file for them). I found a sound file for crickets, ok, I changed the filename to the "Orbx_Sound_Crickets.wav" that the effect uses. I didn't change anything in the effect file at all, I only changed the filename of the sound file that the effect needs.

Now, when I try to use the effect, no sound. At this point I assumed that you just can't use a sound effect without it being part of a visual effect. However, I do have some ORBX sound effects that are stand-alone effects and they do have their original sound files. So I put in one of those effects, and they work fine.

So why is it then, that the ORBX_SOUND_CRICKETS effect won't work?

I have a working sound file that was supposedly made for FSX. It is a .wav file but of course when you download it, it has a different filename than what the effect uses, why is it that I can't just change the filename of that file to make it work?

Is it that when the effect is created, the sound file is actually compiled into the BGL that goes with the effect, if that's the case, then why do the ones with their original sound file work. I thought all sound files are in the SOUND folder in FSX and not compiled in any BGL file. I can't figure out why downloaded sound files just won't play in FSX.

Do they have to be a certain sample freq., length, and file size?

I just don't get it. I'm not making any changes to the actual effect file, I'm only changing the sound file that it uses, and I'm not even changing the filename in the effects file, I'm just renaming the sound file to match that of the one used by the effect.

Someone please explain to me why the heck this will not work what are the specifics of the sound file that has to be used?

Should they be MONO or STEREO? What sample rate should I use?

And how large can the file be?

I need answers. I could use the ORBX sound effects I have, but I have only a handful of them, most of them don't have the sound file with them, and where are the .bgl file for sound effects stored? Maybe the ORBX effects that have no sound file don't have their corresponding .bgls.

I have all the above cited original files, and have tested them; thus far FSX does not play the *.WAV for me either, via Arno's FxEditor, or SDK VFX.DLL.

Double-clicking the *.WAV file does play the file in Window Media Player, so the sound file is OK.


I plan to look into this further as time permits; I need to refresh my memory on some of the quirks of how the FSX Effects *.Fx system works with sound.


Something you can test in the mean time, is to "place" a Controller at specific Geographic coordinates via ADE or edited XML source for a placement BGL.

If you edited XML for a placement BGL, compile it using FSX SDK BGLComp.exe, and put it in an active Scenery Area Layer \Scenery sub-folder.


Then run either of the above cited Fx players in FSX at run time, and see if they work when the user aircraft is actually at those coordinates.

Be certain that location does not have a higher priority Exclusion Rectangle that prevents display of Fx at those coordinates or within its Fx area of extent.

Turn up Environmental Sound in FSX Settings, and be certain the Fx *.WAV file is within the [FSX install path]\Sound sub-folder BEFORE FSX is started.

GaryGB
 
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Yeah, I just did that, still won't play any self-created .wav files, it plays the original file that goes with the effect, but it will not play any .wav files that I create or download. There must be something funny about the way the original .wav files were created. I don't know, just seems weird. I even took one of the original fsx effects that has sound and substituted the sound file with one of mine, it still won't play, the original sound file works fine. I just thought that it might have been something that ORBX did in their fx files that prevents anyone from changing it, but if that was so, then Microsoft must have done the same thing with their files as well. If you do ever figure it out, let me know. Please.
 
BTW, where did you get all of the ORBX sound files? I only have a small handful of them, but none of what I want. I'd be willing to purchase them if need be. I looked on the ORBX web site trying to find them, but couldn't find any sound libraries. I would love to get the rest of the sound files for all of the ORBX sound effects, it would save me a whole bunch of trouble trying to make my own sound files.
 
I still have several old inactive FSX install folder chains with various 3rd party add-ons still intact I can search through for specific files.

I'm going to have to review how to use the within-file search feature of "Everything" search utility available from VoidTools.com.

Dick previously posted a nice worked example of how to use its search features for finding names and paths of a particular group of files in the quest for MSFS Albedo textures.

The author of that utility eventually added a within-file search feature which reportedly can search files faster than Windows' own "indexer" file scanner.

When I get a chance this weekend, I'll run a scan for the file name of the Fx_Controller that is called by the placement BGL that calls the basic Fx file which actually contains the *.WAV file name that is played for a sound Effect.

Then we will know what Geographic coordinates to test that Effect at subject to the EffectParams coded in the placement BGL, to see if it actually plays when / where/ how / why ...it supposed to, according to Fx commands coded by OrbX.

GaryGB
 
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