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Sound Configuration Files

Sound Configuration Files

Overview

This document describes the format of sound configuration files, which determine the sounds to use for each aircraft, or other simulated object

Currently, there is no 'easy' method for implementing audio within Dovetail’s Flight Sim World (referred to as FSW), such as through the use of a front end 'blueprint editor' like found in a commercial engine such as Unreal Engine 4. Instead FSW relies on configuration files (.cfg) that 'direct' the game to where the audio files are located as well as defining the parameters for their playback, such as where they can be heard, their pitch, their volume, etc. It is advised you install a program such as Notepad++ or Visual Studio Community Edition so that you can create and edit these sound.cfg files, which are essentially text files. Below is a screenshot of the sound config file for the PA-18 SuperCub from FSW open in Notepad++ to act as an example for what a typical sound config file will look like. 

Table of Contents

Audio Formatting

Currently on FSW, audio audio files have very stringent formatting requirements. This is due to the technical limitations of the FSW engine; file size considerations; and from various compatibility changes. As it stands:
  • All aircraft, ambient, mission VO/SFX, weather and UI sounds MUST be set to have a sample rate of 44.1 kHz and a bit depth of 16 bits.
  • ATC voices MUST be set to 8 kHz and 8 bits.
Additionally, all sounds on a particular in-game “channel” (such as aircraft sounds or UI sounds) need to have the same number of channels (mono/stereo). For aircraft sounds we use mono, whilst UI and weather sounds are all stereo.

If something is incorrectly formatted and you are running the game through Steam on the test branch then asserts will trigger to tell you something is wrong.

    Naming Conventions

When naming our audio files internally, we tend to stick to the following format, the sections of this you choose to use will largely differ from one aircraft to the next:

    'COMPANY'_FSW_Aircraft_'AircraftName'_'exterior (x)/interior (blank)' 'sound' 'front/rear' 'number' 'left/right'

Here are some examples of this from some of our core bundled aircraft:

    DTG_FSW_Aircraft_PiperSupercub_xRPMf01
    DTG_FSW_Aircraft_DA42_RPM01Left

Looking at the first example given above, working from left to right we're able to see that: this sound was produced internally at DTG, that it's for use in Flight Sim World, it's a sound for the PA-18 SuperCub aircraft, the use of 'x' in front of the sound name denotes that this is an exterior sound (if there was no 'x' present we would know that it's a sound that should be heard in internal views), we can see that because it's named 'RPM' that it's an engine sound, the 'f' tells us that it should be heard when the player camera is in front of the engine ('r' would tell us it should be heard when the player camera is behind the engine), and lastly the '01' states that this is the first loop in a list of sounds. 

Of course you're welcome to follow whatever naming convention/s are most easily understandable to you, the most important thing is to make sure you're able to just read the audio file's name and be able to understand exactly what the sound is. The only bits from the guide given above that we highly recommend you use are denoting whether a sound is exterior ('x') or interior (leave blank) and whether a sound should be heard in a front ('f') or rear ('r') arc around the engine. 

Audio Directories

The are several directories in FSW where audio files are stored: the "core audio folder", "pack audio folders" and "mission audio folders". The core audio folder, as the name suggests, is centrally located and can be referenced by anything bundled with the core product or by any DLC. Pack and mission audio folders need to be kept specific to each DLC pack and thus should only be referenced by that pack specifically.

   Core Audio Folder

Provided you have installed FSW in the directory Steam allocates by default, the core audio folder is found here:

    C:\Program Files (x86)\Steam\steamapps\common\DFS\sound

The core audio folder is where sounds are stored that can be referenced by multiple DLC packs, such as default mission music files, a myriad of default aircraft sounds, crash, splash and ground rolling sounds, as well as a few "special" sound effects that can be used in missions, if you so wish!

    Pack Audio Folders

Pack audio folders are those that are specific to certain DLC packs. They are found in the SimObjects folder and technically apply to everything in there (Airplanes, Animals, Boats, Characters, Ground Vehicles, Misc), though we just focus on the aircraft and leave the rest with their defaults. For now we'll look at the "Airplanes" folder, and as an example we shall look at the PA-18 SuperCub:

    C:\Program Files (x86)\Steam\steamapps\common\DFS\SimObjects\Airplanes\Piper_PA18

Within this folder are two sound folders, one simply named "sound" and one named "soundai". Both work in exactly the same way, with the only differences being that one is for the player aircraft and the other is for all AI aircraft in the game-world. Generally the AI folder should have less sounds in it for two reasons:

  • Technical limitations in the engine mean that AI aircraft cannot use startup, shutdown, starter, wind, ground or miscellaneous sounds. Just engine sounds. 
  • The AI version of an aircraft may simply reference files in the "sound" folder, since both the player and AI versions will be provided as part of the same DLC pack. 
What is important to remember is that all the sounds in both folders are heard from the player's perspective, so all internal sounds in the "sound" folder are for those heard by the player in the internal camera views (same applies to external sounds when in external views), but it also means that internal sounds in the AI folder are for when the player is in an internal camera view of their own aircraft (same applies to external AI sounds).

Once again, config files in a pack audio folder should only ever reference sound files in the pack it is in or in the core audio folder, NEVER anything from another pack. This is because not all users will have all the DLC and so each piece of DLC needs to be self-contained. 

    Mission Audio Folders

Mission audio folders are specific to each mission and are for mainly storing mission specific voice over as well as the occasional sound effect, such as an aircraft being loaded with bags or engines 'popping'. You may wish to also include music files in these folders, however there is now also a core folder that missions can reference that contains generic music that can be referenced. As an example we'll take a look at a mission folder from the Epic Approaches Mission Pack DLC:

    C:\Program Files (x86)\Steam\steamapps\common\DFS\DLC\630910\Missions\Approaches\Big Bear Approach\Big Bear Approach - Level 1\Sound

Audio specific configs are not needed as part of missions. Instead, the mission writers have their own files that they will reference both your voice over and sound effect audio files from. 

The Sound System

The sound.cfg file is located in an aircraft’s Sound folder, and defines the sounds to use for that aircraft (such as the sound of the engine at various speeds, the sound of the landing gear going down, and so on). This file also specifies attributes for each sound that determine exactly how the sound is played.

Many aircraft sounds in are composed of multiple .wav files (called a sound list) that are linked to one another, processed in sequence, and then played as a group. These sounds are updated by the simulator’s sound engine every time the screen refreshes (once every frame). Whilst these sounds don't need to be listed in a particular order, it will make your life easier if you group certain sound lists together (combustion, prop, startup, shutdown, starter, etc).

As you read this section, you should look at actual sound.cfg files to become more familiar with the structure and syntax of them. They can be found in the Sound subfolders of the aircraft containers, and viewed using any text editor. To hear any particular component of a sound in its pure form (unaffected by the attributes in the sound.cfg file), just play the .wav file referenced in the sound.cfg (.wav files are located in either the Sound folder in an aircraft’scontainer, or in the core audio folder).

    Notes:

  • For clarity, the naming convention used for our core bundled Flight Sim World aircraft engine sounds was to put an “x” at the beginning of all external sound (heard in external spot and tower views) headers, and to number consecutivesound headers (e.g., [SHUTDOWN], [SHUTDOWN.1]). The specific headernames used does not matter, as long as they are consistent in the[SOUND_ENGINE] section and across link parameters. Additionally, theorder of the sections within the sound.cfg file does not matter, nordoes the order of the parameters within a section.
    Defining the Flight Sim and Sound Engine

In the first section of the config file there are two sections. The first, titles "[FLTSIM]" is the section where are define the product code ("FSIM") and whether or not there is an alias. An alias is used to basically say "this aircraft will use the sounds of this other aircraft" if they will be completely identical. A hypothetical example of this could be for an aircraft that we wish to use completely the same sounds and settings as the PA-28 Cherokee. In this case we would write "alias=Piper_PA28\sound", this tells the Flight Sim engine where to look for the intended sound.cfg file. It is thus very important that what you write in the 'alias=' section matches exactly the containing folder names of the sound.cfg you wish to point to.  

The second section is where you define the sound lists for the engines, props and startup/shutdown/starter sounds as well as the number of engines. Looking at an example of the sound config file from the PA-28 Cherokee (shown below) we can see that it has a single engine and that for this single engine there are single sound-lists for each of the various groups of sounds: combustion (engine loops), starter (startup), combustion_start (engine ignition), shutdown, prop (propeller), non-combustion (engine mechanical sounds). 

To act as a comparison, have a look at the sound config file for the core bundled Diamond DA42 (screenshot below), this shows how things should be set up for aircraft that have two engines. 


The [SOUND_ENGINE] section focuses specifically on the engine sounds for the aircraft and is nothing needs to be added to this for covering the ground, wind or miscellaneous sounds (these will be discussed in following sections). Additionally, each engine specified in the sound config file will then have its source point assigned automatically by finding the corresponding number in the aircraft config file. Note that in the sound config file the engines will be named from '1' to 'N', whereas in the aircraft config file they will be named from '0' to 'N-1'. So it ends up looking somewhat like the following:

 Sound Config File Aircraft Config File
1
0
21
32
43
 ... and so on 



Following is a description of each section of a sound.cfg file.

General Sections

[fltsim]

Property
Description
Examples
product_codeThis parameter should always be set to: FSIMAircreation_582SL( product_code=FSIM )
alias

A sound folder path, relative to the root folder. If an alias is entered, do not enter any more information into the sound configuration file - all the sounds from the aliased folder will be used.

b747_400( alias=B737_800\sound )
DH_Dash8_100( alias=beech_king_air_350\sound )
MD_83( alias=B737_400\sound )
PA28_180( alias=c172\sound )

[sound_engine]

These parameters concern the engine sounds of an aircraft. They specifythe number of engines the aircraft has, and the sound lists thesimulation should use to create the aircraft’s engine sounds. Eachsound list is referenced by the header of the first sound in the list(additional sounds are linked to in sequence from that first sound).The individual sounds in a list are defined in their own sectionswithin the sound.cfg file (see the Specific engine sound parameters section below).

The engine numbers reference the engine positions in the[generalenginedata] section of the aircraft configuration file, exceptthat in this sound file engines are numbered 1 to N, whereas in theaircraft configuration file they are numbered from 0 to N-1. This meansthat eng1_combusion, for example, references engine.0 in the aircraftconfiguration file, eng2_combustion references engine.1, and so on. Theaircraft configuration file gives the position of the engine relativeto the datum reference position for the aircraft, and this positionwill be the source of the engine noise.


Property
Description
Examples
number_of_enginesHow many engines the aircraft has. Maximum of 4. Aircreation_582SL( number_of_engines=1 )
B737_800( number_of_engines=2 )
eng1_combustion
to
eng4_combustion
Points to the first sound in a sound list of engine 1 combustion sounds. Aircreation_582SL( eng1_combustion=COMBUSTION.1.00 )
B737_800( eng2_combustion=COMBUSTION.2.00 )
(From FS9)
Ford_Trimotor( eng3_combustion=COMBUSTION.3.00 )
eng1_starter
to
eng4_starter

Points to the first sound in a sound list of engine 1 starter sounds. Aircreation_582SL( eng1_starter=starter )
B737_800( eng1_starter=starterA )
B737_800( eng2_starter=starterB )
eng1_combustion_start
to
eng4_combustion_start

Points to the first sound in a sound list of engine 1
combustion start sounds.
Aircreation_582SL( eng1_combustion_start=combstart )
B737_800( eng1_combustion_start=combstartA )
B737_800( eng2_combustion_start=combstartB )
Ford_Trimotor( eng3_combustion_start=combstartC )
eng1_shutdown
to
eng4_shutdown
Points to the first sound in a sound list of engine 1 shutdown sounds. Aircreation_582SL( eng1_shutdown=shutdown )
B737_800( eng1_shutdown=shutdownA )
B737_800( eng2_shutdown=shutdownB )
eng1_jet_whine
to
eng4_jet_whine
Points to the first sound in a sound list of engine 1 jet whine sounds.
Applies to Jets and Turboprops only.
B737_800( eng1_jet_whine=JET_WHINE.1.00 )
B737_800( eng2_jet_whine=JET_WHINE.2.00 )
eng1_non_combustion
to
eng4_non_combustion
Points to the first sound in a sound list of engine 1 non-combustion sounds (the isolated sounds of the engines moving parts).
C172( eng1_non_combustion=NON_COMBUSTION.1.00 )
Douglas_DC3( eng2_non_combustion=NON_COMBUSTION.2.00 )
eng1_prop
to
eng4_prop
Points to the first sound in a sound list of engine 1 prop sounds.
Applies to Turboprops and Piston aircraft only.
beech_baron_58( eng1_prop=PROP.1.00 )
beech_baron_58( eng2_prop=PROP.2.00 )
Ford_Trimotor( eng3_prop=PROP.3.00 )
eng1_prop_strike
to
eng4_prop_strike
Points to the first sound in a sound list of engine prop strike sounds.
Applies to Turboprops and Piston aircraft only.
eng1_rotor
to
eng4_rotor
Points to the first sound in a sound list of rotor sounds.
Applies to Helicopters only.
Bell206B( eng1_rotor=ROTOR.1.00 )

Engine Sounds

All sound lists [starter], [xstarter], [shutdown], [combstart], [combusion.1.00] and so on, all define one sound and have the followingformat.


Property
Description
Examples
filenameSpecifies the name of the .wav file to play. The .wav extension should not be specified. The Sound folder in the specific aircraft container is searched first, and then, if the file isn't found, the root Sound folder is searched. Note: [CRASH_SOUND]and [SPLASH_SOUND]filename parametershave comma separated filenames (e.g. filename=encrash1,encrash2). Inthese instances, the simulator code will randomly choose to play one ofthe listed .wav files. Aircreation_582SL( filename=xTrike_Starter )
C172( filename=xc172_starter )
DeHavilland_Beaver_DHC2( filename=xdeBev_starter )
Extra300( filename=xeestarta )
flagsFlags have different functions when associated with different sounds:
For all sounds:
0 = no flag
1 = disable sound

For [combustion] sounds:
2 = damaged
4 = boost (not supported)
8 = jet engine rumble sound

For [prop] sounds
2 = max prop pitch
4 = min prop pitch
8 = min reverse prop pitch
Aircreation_582SL( flags=0 )
B737_800( flags=8 )
viewpointDetermines when the sound is audible, one of:
1 =  internal cockpit views
2 = external spot and tower views
Aircreation_582SL( viewpoint=2 )
rparamsDefines the sounds pitch envelope. Represents the sound's relativepitch (and, invariably, the playback speed) as a function of a genericvalue that can range from 0.0 to 1.0. Each pair of values specified inrparams represents a single point; you can use up to 2 points todescribe the pitch envelope. The format and behavior of rparams issimilar to vparams, except that the second value of each pointrepresents a pitch scaler. A value of 1.0 specifies that the sound fileis played at unity pitch. A value of 2.0 specifies that the file isplayed an octave higher and twice as fast.Aircreation_582SL( rparams=0.051000,0.977000,0.306000,1.136000 )
B737_800( rparams=0.000000,0.977000,0.993000,1.350000 )
beech_baron_58( rparams=0.000000,0.977000,1.000000,1.682000 )
Beech_King_Air_350( rparams=0.000000,0.989000,0.998000,1.761000 )
vparamsDefines the soundsamplitude envelope. Represents the sounds volume as a function. Eachpair of values specified in vparams represents a single point, you canuse up to eight points to describe the amplitude envelope. The firstnumber in the pair is a generic value that can range from 0.0 to 1.0the second number specifies the volume. The units for volume arelinear, with a value of 50 meaning -3dB attenuation, and 0 meaningsilence.Aircreation_582SL( vparams=0.000000,71.200000,0.134000,71.200000,0.229000,20.000000,0.299000,0.000000,0.456000,0.000000,0.456000,0.000000,0.456000,0.000000,0.456000,0.000000 )
B737_800( vparams=0.000000,40.000000,0.002000,40.800000,0.174000,43.200000,0.278000,46.400000,0.340000,10.400000,0.444000,0.000000,0.998000,0.000000,1.000000,0.000000 )

beech_baron_58( vparams=0.000000,49.000000,0.002000,49.600000,0.171000,50.400000,0.236000,9.600000,0.264000,0.000000,1.000000,0.000000,1.000000,0.000000,1.000000,0.000000 )
Beech_King_Air_350( vparams=0.000000,49.000000,0.002000,49.600000,0.169000,55.200000,0.241000,16.000000,0.380000,0.000000,1.000000,0.000000,1.000000,0.000000,1.000000,0.000000 )
maximum_volumeSpecifies the highest possible volume--the sound neverexceeds the volume specified. (Volume is specified in 1/100dB units,with a value of 10,000 being the maximum possible volume.). Mooney_Bravo( maximum_volume=8500 )
minimum_volumeThis parameter sets the point to which a sound can attenuate if there are no vparams. This is a legacy setting, but is easier to configure than sounds with vparams and rparams. Sounds configured this way are not 3D sounds and do not recognize the viewpoint parameter.Airbus_A321( minimum_volume=10000 )
insideconeangleInside sound cone angle in degrees. B737_800( InsideConeAngle=90 )
Lear45( InsideConeAngle=360 )
Maule_M7_260C( InsideConeAngle=180 )
Maule_M7_260C_Ski( InsideConeAngle=120 )
outsideconeangleOutside sound cone angle in degrees. B737_800( OutsideConeAngle=350 )
DeHavilland_Beaver_DHC2( OutsideConeAngle=270 )
Lear45( OutsideConeAngle=360 )
Maule_M7_260C( OutsideConeAngle=260 )
conepitchThe pitch, in degrees, of the sound cone. B737_800( ConePitch=0 )
Lear45( ConePitch=0.000000 )
Maule_M7_260C( ConePitch=-40.000004 )
Maule_M7_260C_Ski( ConePitch=-40.000000 )
coneheadingDirection of sound cone in degrees. Zero is facing forward. B737_800( ConeHeading=180 )
DeHavilland_Beaver_DHC2( ConeHeading=0 )
Lear45( ConeHeading=0.000000 )
Maule_M7_260C( ConeHeading=179.999985 )
outsideconevolumeMaximum volume outside of sound cone. B737_800( OutsideConeVolume=9500 )
DeHavilland_Beaver_DHC2( OutsideConeVolume=9000 )
Lear45( OutsideConeVolume=10000 )
Maule_M7_260C( OutsideConeVolume=9450 )
full_scale_distanceThe distance, in meters, away from the sound source, when the sound starts to attenuate.Maule_M7_260C( full_scale_distance=70 )
Bell206B( Full_Scale_Distance=15 )
panningDetermines where the sound is placed in the stereo field:
0 = center
-10,000 = full left
10,000 = full right
Bell206B( panning=10000 )
linkReferences the next sound in a sound list (by section heading name).Some sounds are made up of several .wav files, and each .wavfile has its own section in the .cfg file.Aircreation_582SL( link=shutdown.1 )

Wind Sounds

Wind sounds are used to add realism to the sounds of aircraft. Windsound is also the predominant sound used for sailplanes. Each windsound can be volume- and pitch-modulated with airspeed.

[wind_sound]

Property
Description
Examples
filenameSpecifies the name of the .wav file to play. The .wav extension should not be specified. The Sound folder in the specific aircraft container is searched first, and then, if the file isn't found, the root Sound folder is searched.Aircreation_582SL( filename=wind_opencanopy )
B737_800( filename=c5wind3 )
beech_baron_58( filename=c4wind4.wav )
Beech_King_Air_350( filename=c4wind4 )
minimum_volumeSpecifies the lowest possible volume--if the sound dropsbelow the minimum volume specified, it will not be heard. Volumeis specified in 1/100dB units, with a value of 10,000 being the maximumpossible volume.
If the aircrafts speed is between minimum speed and maximum speed, playback volume is interpolated.
Aircreation_582SL( minimum_volume=2000 )
B737_800( minimum_volume=7800 )
C172( minimum_volume=6000 )
Extra300( minimum_volume=6500 )
maximum_volumeSpecifies the highest possible volume--the sound neverexceeds the volume specified. (Volume is specified in 1/100dB units,with a value of 10,000 being the maximum possible volume.). Aircreation_582SL( maximum_volume=8000 )
B737_800( maximum_volume=9000 )
beech_baron_58( maximum_volume=4000 )
C172( maximum_volume=8500 )
minimum_rateSpecifies the minimum rate at which the sound is played. Ifthe aircrafts speed is between minimum_speed and maximum_speed, theplayback rate is interpolated between the minimum_rate and maximum_ratevalues. Aircreation_582SL( minimum_rate=0.60 )
B737_800( minimum_rate=1.0 )
Extra300( minimum_rate=0.7 )
Bell206B( minimum_rate = 0.75 )
maximum_rateSpecifies the maximum rate at which the sound is played. Ifthe aircrafts speed is between minimum_speed and maximum_speed, theplayback rate is interpolated between the minimum_rate and maximum_ratevalues. Aircreation_582SL( maximum_rate=1.00 )
B737_800( maximum_rate=1.0 )
C172( maximum_rate=0.90 )
Extra300( maximum_rate=0.80 )
minimum_speedSpecifies the minimum speed (in KTAS) used by the _volume and _rate parameters. Aircreation_582SL( minimum_speed=15.0 )
B737_800( minimum_speed=0 )
C172( minimum_speed=40.0 )
Extra300( minimum_speed=50.0 )
maximum_speedSpecifies the speed (in KTAS) above which the sound has constant volume and pitch. Specified in KTAS units. Aircreation_582SL( maximum_speed=70.0 )
B737_800( maximum_speed=0 )
C172( maximum_speed=120.0 )
Extra300( maximum_speed=160.0 )
viewpointDetermines when the sound is audible, one of:
1 =  internal cockpit views
2 = external spot and tower views
DG808S( viewpoint=1 )
rparamsSee description of rparams for [soundlist.n] DG808S( rparams=16.0000,0.660000,100.0000,1.464000 )
vparamsSee description of vparams for [soundlist.n]DG808S( vparams=0.000000,0.000000,30.5000,11.200000,66.3000,32.800000,102.9000,38.400000,142.8000,25.600000,174.7000,7.200000,198.2000,4.800000,200.0000,0.000000 )
linkReferences the next sound in a sound list (by section headingname). Some ground sounds are made up of several .wav files, and each.wav file has its own section in the .cfg file. DG808S( link=wind_sound.1.01 )

Ground Sounds

Ground sounds include:
[CENTER_TOUCHDOWN]
[AUX_TOUCHDOWN]
[LEFT_TOUCHDOWN]
[RIGHT_TOUCHDOWN]
[FUSELAGE_SCRAPE]
[LEFT_WING_SCRAPE]
[RIGHT_WING_SCRAPE]
[AUX1_SCRAPE]
[AUX2_SCRAPE]
[XTAIL_SCRAPE]
[GROUND_ROLL]

Some ground sounds consist of multiple sets of .wav files (sound lists), and each set corresponds to a unique combination of surface types. Each ground sound can be volume- and pitch-modulated withairspeed.


Property
Description
Examples
filenameSpecifies the name of the .wav file to play. The .wav extension should not be specified. The Sound folder in the specific aircraft container is searched first, and then, if the file isn't found, the root Sound folder is searched. If filenameparameters have comma separated filenames then the simulator codewill randomly choose to play one of the listed .wav files. Aircreation_582SL( filename=cmtouch1, cmtouch2, cmtouch3 )
B737_800( filename=bmtouch1, bmtouch2, bmtouch3, bmtouch4 )
C208B( filename=bmtouch3, bmtouch4 )
DG808S( filename=smtouch3,smtouch4,smtouch5 )
flagsFlags have different functions when associated with different sounds.

For all sounds
0 = no flag
1 = disable sound

For ground sounds
By flagging a sound for a particular ground surface type, you tell thesimulation to play that sound when the aircraft comes into contact withthat surfaces type or types. Ground sound flags include:

2 = concrete
4 = soft, bumpy ground (landable)
8 = water
16 = very bumpy grass & mud (crashable)
32 = asphalt
64 = short grass
128 = long grass
256 = hard turf
512 = snow
1024 = ice
2048 = urban
4096 = forest
8192 = dirt runway
16384 = coral runway
32768 = gravel runway
65536 = oil treated (tar&chip) runway
131072 = steel mats (steel mesh) temporary
                runway

Note that these values are powers of 2 so that they represent bits. Forinstance, the [GROUND_ROLL] section of the 182S sound.cfg file has theline

flags=125218

This is 11110100100100010 in binary, and maps to concrete+asphalt+hard turf, etc.
Aircreation_582SL( flags=125218 )
minimum_speedSpecifies the minimum speed (in KTAS) used by the _volume and _rate parameters.Aircreation_582SL( minimum_speed=3 )
maximum_speedSpecifies the speed (in KTAS) above which the sound has constant volume and pitch. Specified in KTAS units.Aircreation_582SL( maximum_speed=55 )
C208B( maximum_speed=25 )
minimum_volumeSpecifies the lowest possible volume--if the sound dropsbelow the minimum volume specified, it will not be heard. (Volume isspecified in 1/100dB units, with a value of 10,000 being the maximumpossible volume.). B737_800( minimum_volume=10000 )
Bombardier_CRJ_700( minimum_volume=6500 )
DG808S( minimum_volume=8000 )
maximum_volumeSpecifies the highest possible volume--the sound neverexceeds the volume specified. (Volume is specified in 1/100dB units,with a value of 10,000 being the maximum possible volume.). Bombardier_CRJ_700( maximum_volume=10000 )
Mooney_Bravo( maximum_volume=9300 )
minimum_rateSpecifies the minimum rate at which the sound is played. If theaircrafts speed is between minimum_speed and maximum_speed, theplayback rate is interpolated between the minimum_rate and maximum_ratevalues.Aircreation_582SL( minimum_rate=0.80 )
maximum_rateSpecifies the maximum rate at which the sound is played. If theaircrafts speed is between minimum_speed and maximum_speed, theplayback rate is interpolated between the minimum_rate and maximum_ratevalues.Aircreation_582SL( maximum_rate=1.60 )
Bombardier_CRJ_700( maximum_rate=1.0 )
C208B( maximum_rate=0.95 )
panningDetermines where the sound is placed in the stereo field:
0 = center
-10,000 = full left
10,000 = full right
Bell206B( panning=-10000 )
initial_volumeSpecifies the volume at which the sound starts. (Volume isspecified in 1/100dB units, with a value of 10,000 being the maximumpossible volume.). Bell206B( initial_volume=10000 )
viewpointDetermines when the sound is audible, one of:
1 =  internal cockpit views
2 = external spot and tower views
C208B( viewpoint=1 )
linkReferences the next sound in a sound list (by section heading name).Some ground sounds are made up of several .wav files, and each .wavfile has its own section in the .cfg file.Aircreation_582SL( link=GROUND_ROLL2 )
B737_800( link=GROUND_ROLL1 )

Miscellaneous Sounds

Other sounds used by aircraft include:

[GEAR_UP_WARNING_SOUND]

[STALL_WARNING]

[OVERSPEED_WARNING_SOUND]

[GLIDESLOPE_WARNING_SOUND]

[AP_DISENGAGE_SOUND]

[GEAR_DOWN]

[GEAR_UP]

[FLAPS]

[CRASH_SOUND]

[SPLASH_SOUND]

[EXIT_OPEN]

[EXIT_CLOSED]

[NO_SMOKING_ALERT]

[SEATBELTS_ALERT]

[GYRO_SOUND]

[FUEL_PUMP]

[AMPHIB_GEAR_UP_WARNING_SOUND]

[AMPHIB_GEAR_DOWN_WARNING_SOUND]

[CLUTCH]

[HORN]

These sound sections take the following parameters:

 

Property
Description
Examples
filenameSSpecifies the name of the .wav file to play. The .wav extension should not be specified. The Sound folder in the specific aircraft container is searched first, and then, if the file isn't found, the root Sound folder is searched. Note that[CRASH_SOUND] and [SPLASH_SOUND] filename parameters have commaseparated filenames and the sound played will be randomly chosen fromthe listed files.
Some miscellaneous sound sections consist of no more than the filename entry.
Aircreation_582SL( filename=cncrash1,cncrash2 )
B737_800( filename=jcrash1,jcrash2,jcrash3,bncrash1,bncrash2 )
beech_baron_58( filename=pcrash3,cncrash1,cncrash2 )
Bombardier_CRJ_700( filename=bncrash1,bncrash2 )
flagsFlags have different functions when associated with different sounds.
0 = no flag
1 = disable sound
beech_baron_58( flags=1 )
minimum_volumeSpecifies the lowest possible volume--if the sound drops below theminimum volume specified, it will not be heard. (Volume is specified in1/100dB units, with a value of 10,000 being the maximum possiblevolume.).B737_800( minimum_volume=10000 )
maximum_volumeSpecifies the highest possible volume--the sound never exceeds thevolume specified. (Volume is specified in 1/100dB units, with a valueof 10,000 being the maximum possible volume.).B737_800( maximum_volume=9100 )
Bombardier_CRJ_700( maximum_volume=9000 )
initial_volumeSpecifies the volume at which the sound starts. (Volume is specified in1/100dB units, with a value of 10,000 being the maximum possiblevolume.).C172( initial_volume=8700 )
Douglas_DC3( initial_volume=8500 )
linkReferences the next sound in a sound list (by section heading name).Some sounds are made up of several .wav files, and each .wavfile has its own section in the .cfg file.

Aircreation_582SL( link=xstarter )

Aircreation_582SL( link=shutdown.1 )

DG808S( link=wind_sound.1.01 )

B737_800( link=starterA.1 )
Grumman_Goose_G21A( link=GROUND_ROLL2 )