hey folks...
not that i have annything REALLY interesting to say, but i figured i'd just post a progress update, which i seem to have failed to do in a while...
it's kinda hard to post pics, since i've been mostly working on sound FX and other non-screenshotable features...
anyways, we got a nice set of custom sounds for cabin ambiance, engines, wind-vs-windshield (when visor is down) and whatnot....
i'm still half-way through with it... it's a tough gig, getting them all set, mixed and working... anyways, APU is "working" (turns on/off, makes noise :hmm
![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
- and you can hear some of the fuel pumps when those are running (might need a good set of speakers, as some are rather subtle)...
the main engines now feature a half-decent spoolup sequence - and their internal logic is being rewired down to the bones (no more bugs, i hope)...
the fuel pumps actually matter, thus engines cannot run with less-than-nominal feed line pressure (which is more than i can say for FSX, i guess :lol
the afterburners also have a custom sound.... actually, the main engines (in ext mode) now play 3 loops - one for the jet-whistle, which you can hear pitch up and down like a real turbine would - another for the "jet rumble" that gives a full-powered engine a good deal of "humph!" (and you can hear from farther away in spot view) - plus, the afterburner sound
all that added up with the dynamic-pressure-bound wind roar (only with visor down), plus the fuel pumps, and all else make for a very dense audible experience when flying the '42...
at the time, we're at about 35 different sound effects... but there will be more, lots more... OrbiterSound apparently supports up to 60 "slots", but i think i can get beyond that if i "connect" to it a second time (get 60 extra slots)... we'll see
and yep - the majority of these sounds are fresh out of the bag - only a few were scrapped from the G42-100 (most weren't up to code with my expectations for the '200)
it was worth the trouble in the end :thumbup:
plus, i figured a way to "overmix" those dense-and-steady loops in order to remove any loop-giveaway artifacts that would become rapidly annoying (you know... those bits of sound that constantly remind you that what you're hearing is a loop)
i managed to cull those off by crossfading a loop with itself up to half-way at the start and end of the clip, overlaying the heads and tails and vice-versa :stirpot:
then, to further blend and boost the richness of the loop, i took that crossfade hookup and overlaid it over itself a number of times, each with a little time offset to and fro...
to finalize, all that is condensed into a single clip - which i get from the mixdown of all overlaid tracks only on the time-range of the initial clip...
the result is a deeply immersive, full-spectrum, solid mash of smooth-looping sound - and it sounds even better when put into context with everything else in the sim :woohoo:
'guess those years of being in a band, recording and playing didn't go to any waste at all :RnR1::headbang:
![Cheers :cheers: :cheers:](https://www.orbiter-forum.com/custom_smilies/cheers.gif)