Multiple SimVar Sounds with the same event name use the first definition's NodeName as the position

Version: 1.4.20.0 and 1.5.4.0 (SU2 & SU3 beta)

Frequency: Consistently

Severity: High

Bug description:

I’m not sure if this is a bug or an intentional change, but in MSFS 2020 we extensively defined some Wwise events in our sound.xml (in the SimVarSounds section) multiple times with different NodeName attributes. This was so we could position the same event at two different physical locations (ex. think of an alert sound coming from a set of speakers).

In MSFS 2024, doing so doesn’t seem to work the same way. If I define a second instance of a Sound element with a different node, the sound plays in the same place in 3D space as the first sound defined.

This can be recreated in the DA62 sample.

Repro steps:

  1. Load the DA62 project in the Project Editor and spawn at a parking spot.

  2. Remove switch_type_2_forward from the AnimationSounds section of PackageSources\SimObjects\Airplanes\DA62_SDK\attachments\asobo\Function_Interior_Cabin_Passengers\sound\sound.xml.

  3. Add the following section to the same sound.xml:

	<SimVarSounds>
		<Sound WwiseData="true" WwiseEvent="switch_type_2_forward" ViewPoint="Inside" LocalVar="AVIONICS_DIMMER" NodeName="HANDLING_YOKE_RIGHT_PUSH">
			<Range LowerBound="1.0" />
		</Sound>
		<Sound WwiseData="true" WwiseEvent="switch_type_2_forward" ViewPoint="Inside" LocalVar="AVIONICS_DIMMER" NodeName="HANDLING_YOKE_LEFT_PUSH">
			<Range LowerBound="1.0" />
		</Sound>
	</SimVarSounds>
  1. Find a LocalVar in the Behaviors debug window that exists in your current session of MSFS, and set the LocalVar attribute to this LocalVar’s name. In my case, I used AVIONICS_DIMMER.

  2. Save the sound.xml and build the project.

  3. Set the LocalVar to 1 in the Behaviors debug window.

You should now hear a switch clicking sound playing only on the right side of the cockpit (coming from the red button on the stick). Note that NodeName in both entries is different, however.

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