Attaching sound effects to animated scenery objects

Hi. Is it possible to attach sound effects to animated scenery objects (not
simobjects) or to animate/move just sound effects? Anywhere we can read more
about this perhaps? Thanks.

Hi! Perhaps any news on this?

Hello @DrzewieckiDesign This is not
possible at the moment, you need to have a SimObject for this. Regards,
Sylvain

Thank you Sylavin. I believe it would be great to be able to attach sound
objects to normal scenery objects, just like light objects for example. This
would boost the potential for sound design around airports.

I’m not sure to understand, what’s the problem of placing a SimObject in that
case?

Hi Sylvain @FlyingRaccoon Is it possible you
could shed more light onto this? I tried and tested this method and I simply
can’t get sounds to play. What I want to accomplish is to have a SimObject
that emits a simple looping ambient sound when used as AI object, that is,
when SimObject is placed as a prop in scenery. Note that I am using The Wave
Data approach (a non-Wwise method, as specified in the SDK documentation).
Here is what I did: I used “Bears” sample from the SDK. Then, I added 4
folders to the file structure: sound soundAI Each folder contains an xml file,
called sound.xml or soundai.xml, with the following content, as described in
the SDK documentation, on the usage of The Wave Data Approach:

      1. xml version="1.0" encoding="utf-8" ?>
  2.   3.  Version="0.1">
  4.        
  5.       
  6.              WwiseData="false" FileName="TestPCM16Bit" />
  7.     
  8. 

Also, I have the TestPCM16Bit.wav file in each of the above directories, and I
confirmed that its format is PCM 16-bit wav audio file. The project, as
modified, compiles fine, without any errors. I can also insert the created
animated Bear into my scenery, however - no sound. I also tried expanding the
folder structure to the bear versions, just like model and texture have it, as
such: sound.BlackBear sound.GrizzlyBear soundAI.BlackBear soundAI.GrizzlyBear
Still - no sound played. Can you please share some insight into this? Thanks!!

My experience with this is that .wav doesn’t work for AI simobjects. Only
wwise will work for that.

Hi @WombiiActual, thanks for sharing that! I have no problem looking into
Wwise, if that will work. Would you know the syntax for Wwise block that
would specify a generic, non-triggered, environment sound from the Wwise pack
to be played? Basically, an environment loop sound of a hangar interior.
Documentation completely lacks in this section. Thanks!

The legacy soundai.cfg just works, so you can avoid the wwise way
Soundai.zip Otherwise you can take
a deep breath, the patience of Job, and go wwise The zip contains a sample
soundai.xml with alwaysplaysounds, a wwise defined event called “engine” and
the .pck created with wwise, it is a simple engine sound with gears shifting
SoundAiwwise.zip

Thanks @mamudesign, I really appreciate your
input. I tried your CFG files on my Bear SimObject (a SDK sample object) and
it doesn’t work. I am not surprised, because, basically, Bear doesn’t have an
engine :slight_smile: The thing is, I basically need a sound attached to a simple, static
object - what I am trying to do is have a repeating background hangar noise,
preferably with distance attenuation. This was possible in FSX/P3D by
attaching an effect (.fx) file to any static scenery object (not just
SimObject), and the legacy .fx allowed for a sound, with simple distance
attenuation parameters. Your CFG sample specifies a link to engine, which,
obviously, a building does not have. Sure - I can define a building as a
ground vehicle… but that’s a hack.

Just an update, I have successfully attached a *.wav sound to a SimObject
(Bear) using the legacy soundai.cfg approach, through the wind sound. Here is
the code:

      1. // Wind Sounds ________________________________________________________________
  2.  
  3.  
  4. [WIND_SOUND]
  5. filename=background-hangar-sound
  6. flags=0
  7. viewpoint=2
  8. minimum_speed=0.0
  9. maximum_speed=500.00
  10. minimum_volume=10000
  11. maximum_volume=10000

Note that the minimum wind speed trigger is 0, so that this sound will always
be on, or, it will turn off at 500 kts speed… for static objects, that is
basically the center of a tornado… Also, there is no volume variation, so
the sound is always steady. The only (but major) drawback is that there is no
attenuation, so the sound is always audible even from far away, which
unfortunately makes this solution only half usable.